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AllfineteMember Since 19 Feb 2012
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Posted stalebagel on 23 January 2014 - 03:45 AM
Posted Rynd on 22 January 2014 - 11:41 PM
Or lock survival against constant pressure?
And some other little easy things to balance?
Why no one is complaining about that? Only for goat shammy?
Fixing those things will make the game much more enjoyable..
What do u guys think?
Posted Railander on 12 December 2012 - 04:02 AM
I understand it needed to be nerfed, but going from 3 to 1 PLUS the trinkets nerfs, I dont think you understand how much of a nerf in damage that really is considering our sustained damage outside of burst is mediocre at best.
Posted Railander on 03 December 2012 - 03:51 AM
rogues in s11 comared to warriors in s12:
stuns all the time ----------------------------------------------------- stuns all the time
gibs 60% of your hp in 2 secs with cds -------------------------- 200% of your hp in 8 secs with cds
normal dmg outside cds with lots of stuns ---------------------- big dmg outside cds with lots of stuns
currently what annoys me the most right now are mages and warriors, because they can just pop all their shit right off the bat without any ramp up that blizzard claimed so rigorously to be fixing on rogues and just happened to forget about the other classes. just fucking slipped their mind.
Posted Thaya on 29 November 2012 - 02:06 AM
f=CreateFrame("Frame") f:RegisterEvent("LOSS_OF_CONTROL_ADDED") f:RegisterEvent("LOSS_OF_CONTROL_UPDATE") f:SetScript("OnEvent",function() for b in pairs(ActionBarActionEventsFrame.frames) do b.cooldown:SetLossOfControlCooldown(0,0) end end)
- download and install this addon: http://www.mediafire...rstnhs03hiabt2g - it just runs the script above;
- or put the script above in an addon you always run in its main .lua file;
- or create your own addon to run the script above - a simple guide is in my signature;
- or simply /run the script above in-game every time you log in.
Update 1: added a downloadable addon.
Update 2: updated both the script and the download with a more efficient version - it'll run only when you actually do get controlled instead of on every action bar update/event. Save yourself some CPU cycles.
hooksecurefunc('ActionButton_OnUpdate', function(self) self.cooldown:SetLossOfControlCooldown(0, 0) end)
Update 3: a version that hooks into Bartender as well: http://www.wowinterf...rolRemover.html
Posted sodahz on 22 October 2012 - 02:38 AM
-Action buttons and talents changed during arenas no longer reset upon exiting the arena.
-Stampede pets no longer move at 5,000,000% player speed.
-Discipline priests now have the spell "Dispersion."
Posted khuna on 20 October 2012 - 09:59 PM
57m Greg Street Greg Street @Ghostcrawler
@latteine Gotten that request a lot lately. We'll look at it. Could also do a mod-tab or something.
hunters?warriors?mage on tr?
hire anyone 2.2k+ rated he'll do a better job than you in 1 day
Posted Railander on 19 September 2012 - 08:19 PM
Let's start pointing out all the little details that in one way or another make the ladders feel restrictive, unbalanced and/or unfun.
1: Although the rating decay system allows for people to not sit in a given rating, it doesn't fix the whole problem. The nature of the issue isnt whether people play all their games at the start or at the end of the season, its that they should be forced to play throughout the whole season. Rating decay alone doesn't offer a fix for that. Fixing this should automatically provide a solution for not only that but also many teams queuing up at any time and consequently a bigger variety of teams matched against each other.
2: It really is annoying to be stuck on any one team of each bracket at a time. I mean, couldn't we come up with a solution to allow playing on multiple teams at once without breaking the ladders?
3: Some people love the 5s, some hate it. Thing is its a fact there simply arent enough active 5s teams on each battlegroup, let alone teams queuing at any one time and the fact that its not as balanced as 3s, so should 5s still reward titles? What could we do to make it more attractive, balanced, or just drop it completely?
4: Let's not forget the 2s bracket. It definitely has more than enough active teams, but the very balancing of the game makes it a poor bracket. What should be done about it?
5: Rewards. Does Gladiator still mean anything? Are rank 1 titles even that meaningful anymore? Heck, lets not forget about Challenger, Rival and Duelist, what's even the point in these? Should there be other kind of rewards?
Please post any and all suggestions in this thread. It seems Blizzard actually reads this forum and is finally trying to fix the game, they just dont know how so a little push from experienced players might spare them a lot of trouble.
My personal suggestion:
1: Rather than a rating decay system we could use a ladder with "pseudo-seasons" during each season. They would have absolutely no inpact on how a Season in general works but allows for not only teams to keep queuing during the whole season but also let players that did well during the whole season earn their titles.
Completely wipe ratings and MMRs every "pseudo-season" that last for X weeks (3-4?) and at the end of every pseudo-season memorize the final team rating and associate that team rating to every individual player in the team that would also be eligible to the end-of-season rewards system we have today. Example: my team ends the season with 2400 rating, while i have 2600 rating and my friends 2350. We three are attributed with 2400 as our personal "pseudo-season" 1 rating. Once given, that rating has absolutely no impact on future pseudo-seasons, even if you play with different partners on different teams, and will only matter to calculate titles at the end of a season.
The way that works is that at the end of every season the game will calculate the average of your personal pseudo-season ratings and distribute rewards based on that (yes that means actual individual ladders rather than team ladders).
I also support Zong's idea http://www.arenajunk...n/#entry3775286
2: At first look a bold approach would be to allow for you to be at many teams of each bracket at once (any number above 3 might do). But wouldn't that allow for exploitations? Not if you must decide on which team you want to lock your character in for the next X days, just like we have today with raids, meaing that choosing to play with team A will make your character stuck to it for the next X days. That could even be referred to as "Arena Lockout".
But how would this work with the 1st suggestion? At the end of each pseudo-season only your best eligible team would account for your pseudo-season rating. Example: If my best team has 2400 rating but I'm not eligible for it for whatever reason, it would then check for my 2nd best team and so on.
Moreover, MMR would be solely tied to the team instead of the players. (thanks Booglebungle)
3 and 4: I do have a few extreme solutions but I believe it'd be wise to wait for season 12 to throw them out. Nonetheless I personally feel like the 5s bracket should have less credible rewards and the 2s bracket would also be eligible for those rewards, leaving only the 3s as the "real deal". So maybe remove rank 1 titles from 5s so there is only r1 from 3s, but allowing gladiator on both 2s and 5s however at a 0.2% rate of top teams. This way there should still be a reason to play those brackets but the best rewards would still be from 3s (and relatively easier to get glad there since its still 0.5%).
Posted Railander on 08 September 2012 - 11:00 AM
Posted Guest on 06 July 2012 - 04:57 PM
(Introducing myself on my channel + giveaway)
(skill capped introducing my channel)
I'll be posting more videos DAILY from here on out, so be sure to check back often!
Posted Guest on 05 January 2012 - 08:18 PM
What makes Rank 1 players so amazing? What can multi-season Gladiators do that single-season Gladiators cannot? How come do I go that extra distance and avoid another season of Duelist? How can Rivals step it up? What's a Challenger to do to break the ice? Where does a Beginner start? These are the questions I will be tackling this week. I'll be exploring the difference between the skill level and consistency of players between the different rankings (Multi-Glad, Single-Glad, Duelist, Rival, Challenger, Beginners).
Before we start I want to mention things that I won't be taking into consideration. These are factors that do not directly affect how good a player is between the ratings and create too much of a hassle when trying to identify the exact difference between each ranking.
Things not taken into consideration for the purpose of this article
-How hard you try and how often you PvP
-The gear you are wearing
-What comp you play
-How good your class is this season
Remember these are the things that I'm not taking into consideration. These things DO matter as far as getting certain rating, but it makes it too hard to tell the difference between the rankings without excluding these factors first.
We'll start with the chumps, the newcomers, the learners: the Beginners. What does it mean to be a Beginner? Are you the absolute worst player on the planet? Of course not. Beginners just need to go in a good direction and start learning basic arena gameplay. Let's go over common themes that Beginners have.
Beginners, let's be honest, you guys are pretty terrible at PvP. You don't know what the best abilities to press are and at what times to press them. You don't have the best gear. You might ask questions like: "What the heck is Line of Sight?", "What makes a comp good?" "When should I use my defensive cooldowns?" or say things like: "We died so fast, what could we have even done?" or think "Why do I need to be 2200 to play with other good players?"
Can anyone even help me?
Hold it there buddy. You're not ready to step into the arena. Veteran arena opponents will ruin you faster than you can say 'Realz'. Let me introduce to you your new opponent.
Do not underestimate what you can learn from battling this formidable opponent.No, this isn't some joke. The best way to begin your PvP adventure is to start with the basics of the game. You need to learn what the best buttons to press when attacking or healing are. This part can be very simple or you can get really technical with it. I would just go for with simple path for now. We're going to visit a well known site: www.elitistjerks.com
Here, through the PvE forums, you will find valuable information about each healing and DPS spec. You can learn your best stats, your top DPS rotation, your best enchants, and other key information.
A typical Shadowpriest DPS Priority
With that said, Elitist Jerks is a PvE Healing and DPS site. You're just trying to learn the basics from them. Don't copy the exact talent specs, glyphs, gearing, and gemming. If you think you're going to run around arena in PvE gear and spec with 0 Resilience think again! If you don't want to sift through that information you can watch PvP videos and see what abilities they prioritize. For some classes this is easier than others, but you should take the time to learn the basics before stepping into the arena!
Next up is the inexperienced, the not-so-deadly, the tunnel-visioners: the Challengers. You're done with those training dummies. You are finally ready to break it down in the arena, but do you know how to handle yourself in there? You know what line of sight is, but do you know how to use it? You know the DPS rotations, but can you keep up with the other things going on? Let's find out more about common Challenger traits.
I'll go over DPS first. They generally make poor target choices, or better yet find a target and tunnel it until it goes down (or not) in an arena match. If they get crowd controlled at all, they are trinketing; whether it was a 1 second stun, an 8 second blind, or a frostbolt snare, they have to get back to their target!
Healers, you're next. You guys tend to have next-to the worst positioning possible. When you're healing you lose a sense of what is actually going on in the match and tunnel vision your party health bars to make sure they live, even it it means running straight into the enemy Death Knight and Warrior.
And finally Challengers, do not use or do not look at their focus frame. Even if you do use it: do you know what you're looking for on it? Do you know who to focus each game? Let's talk about what Challengers need to do to improve.
What's a Challenger to do?
I recommended this in my old blog and I still recommend it today. Whether you are the healer or DPS you can work on this together. Go into a battleground with a friend (1 healer 1 DPS). Try to get into engagements with 2 DPS at once and try this out. Put one of them on focus (generally a caster class) and watch what they cast. Do this while killing the other target or healing your partner. If you can watch exactly what they are doing and heal/do damage at the same time - you're one step closer to becoming a better player.
Next we'll move onto the Rivals. What does it mean to be a Rival? You understand the basic concepts of arena battle. You don't run straight in the open and die anymore. You understand that when someone is Deep Frozen with a Rogue on them that they are in big trouble, but what is there still to understand? Let's find out.
I'll start with DPS again. Rival DPS still generally tend to chase one target, but know to get off of them if they are chasing them way out of line of sight of their healer. They will swap targets based on this more than anything else.
Time to criticize the healers! You know to generally stay by pillars to avoid getting controlled. However, once the action gets going you lose a sense of where you are and why you are at that pillar. You start drifting away from the pillar as you start to panic. That Mage is trying to sheep you. That Warlock is trying to fear you. When the going gets tough you end up crowd controlled or swapped to.
Rivals, you know to use your focus frame, right? Don't worry about knowing exactly who to focus, instead think more about what you want to use the focus frame for and what to watch out for. If you can think of those things then you will know who to focus each match because you know what you want to watch for.
A focus frame lets you keep track of important things such as enemy casts
These concepts will be very difficult to execute at first, but with time you will learn them. You need to learn the art of correct defensive cooldown usage. First, keep track of your own team's defensive cooldowns. You should be communicating with your teammates when you think you need extra healing or when a defensive cooldown is needed. This does not just mean when a player is low on health. Second, you need to track the enemy's defensive cooldowns. The focus is more on swapping than anything else. Rivals know how to deal high amounts of damage so you will force cooldowns by attacking a target. Once you see a cooldown, though, I want you to try something new. Once you see that Anti-Magic Shell, Pain Suppression, Barkskin, Cloak of Shadows, etc try switch targets. It doesn't matter if your target was at 20% or 30% health, it's almost always best to swap targets. Their healer will still be trying to heal the person at 20%, but when you get someone else is to 50%, you've just made their job that much harder. Play around with this idea of swapping based on defensive cooldowns and you will surely improve.
We'll follow with the Gladiators-to-be, the almost-there, the hard workers: the Duelists. You guys are almost there. You understand Line of Sight now, even as DPS when you know you're in trouble. The focus frame is a piece of cake now. Swapping? Hah. You're masters of that now. What gets you to that next tier? What brings you to the next level? What's it take to get that sweet yellow Arenajunkies helmet!?
Let's go back to the beginning. As a beginner you learned the proper way to DPS a target. You attack it with your best spells and kill it as fast as possible. When's the last time you took a look at your DPS rotation? Is your DPS rotation out-of-date?
Has something changed over the past couple patches to change that rotation? Is a PvE rotation of spells the best rotation for you? Is it better for you to split damage between targets? What about burst? Isn't that something necessary in PvP? Ask yourself these questions. There's always something you can do better every game as a DPS. Think about when you use your offensive cooldowns. Is it best to use them at the start of the game every time? Should I save Shadowfiend for mana? Is it good to use Deep Freeze in the opener? Should I Recklessness instantly or should I wait? I'm sure your DPS ability usage could use some work.
How do I go that extra mile?
To get to that final goal of becoming a Gladiator we're going to need a lot of practice. Be critical about your play. Record your games via streaming, FRAPS, or any other program. Watch yourself. Question yourself. Don't question your teammates, just yourself. Could you have used Line of Sight there? Look for mistakes that make you exclaim: "Wow, I could have reflected that Frostbolt" or "I could have just killed him here." Find out what you did wrong and what you did right. Repeat the things that worked well; correct the things that did not.
Take some time to learn about all the different abilities in the game. Do you know how long Divine Shield lasts? What's the cooldown of Divine Protection as Retribution? As Holy? What's the duration of Cloak of Shadows? How does Impact proc? What does Fingers of Frost do? What school is Mana Burn? Know the game. Take the time to learn ALL the abilities and figure out what to do when you see them. Next, get a feel for how much damage a spell should do normally and how much a spell should do with trinkets/cooldowns up. It's much easier to know when to use cooldowns and when you are fine when you understand where the damage you are taking is coming from.
Whether you are a Gladiator from seasons past, or you're a Gladiator from last season looking to repeat your success, this section is for you. You know how all the abilities in the game work. You've watched your games and critiqued your own play. What's next?
Continue recording your own play if that is possible. It's difficult to have someone else critique your own play and it is rude if you try to critique others without them asking for you to. Now is the time to start coordinating with your teammates. Reading through previous passages you could easily be convinced the main type of PvP in this game was solo or 2v2. You're playing 3v3 or 5v5 to get your Gladiator. You need to coordinate with your partners! Let's go over how we do that.
Many players simply do not know what to say in arena. Let me talk about what to communicate and why communication is so important.
What to communicate:
-When you have cooldowns up and you're attacking a player
-When you just used a defensive cooldown
-When you trinket
-When an enemy player trinkets
-Things you are doing that may be good to know (running to fear someone, Frost Novaing someone, running out of Line of Sight to kill someone)
Sure they can see what's happening, and you might be saying something they already know. However, if everyone communicates those things throughout a game, suddenly your team can concentrate on other things like line of sighting better or managing their cooldowns better. Once you get communication and coordination down you are one step closer to becoming a better player and a consistent Gladiator.
We'll finish off with the triumphant, the victorious, the multi-helmeted Multi-Season Gladiators. What makes players at this caliber so good? Why do they always get Gladiator regardless of their composition or their gear or the season? Let's discuss.
First of all, you can't be a Multi-Season Gladiator unless you have fun with the game and the people you are playing with. You don't need the best of the best players at your side to get Gladiator. Find people you enjoy playing with and work well with to make it to the top. Multi-Season Gladiators do one thing better than everyone else and it's precisely what the Single-Season Gladiators need to learn: communication and coordination. RMPs in the past have been the best example of this. The great ones were able to coordinate their kills with chain crowd controls, heavy burst damage, crazy swaps, and great team play. They know each others game so well they could play almost as good without verbal communication.
Here's one thing to really work your heart on to become a Multi-Season Gladiator or even a rank one player. Make an effort to use chain crowd controls on not just one, but multiple players at once. Sheep the Priest with a Kidney Shot on the Rogue and a Fear on the Mage. Do this while coordinating damage and managing enemy cooldowns and your own cooldowns. Watch your own play, critique yourself. Don't get caught up on the flashy stuff shown in PvP videos. Sure he Shadowstep Kicked that heal, but does that make him a great player? As Day would say "Learn how to be a better gamer." We'll learn more in the coming weeks on just how to do that. Till next time.
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