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Posted Nicholaes92 on 27 September 2015 - 04:18 PM
Posted Jim_Jim on 27 September 2015 - 09:15 AM
- It's fun to play with friends.
- It's a unique style of PvP.
- I don't really like FPS games. (The last one i played online was Unreal Tournament 2004.)
- I tried LoL and i find it extremly boring (The first PvE part, when you have to collect items and gold), i prefer Heroes of the storm in casual mode, way more fun and fast, and game last 20-25min max. Never tried Dota.
- Transmog, pets, and toys.
- Despite all the possible things Blizzard can improve for PvP, i like this game company. You can even say i'm a huge fanboy.
- I like doing arenas.
Posted Jim_Jim on 14 August 2015 - 10:41 PM
The problem with hpal CD's is that they are in the middle, they are either useless - because you play something that doesn't bring you trashs buffs, or because you play with melees, where most of the time, BoP is just here to remove a stun, and not for protecting from damage because you make your melee friend unable to deal damage -, either completly overpowered because your CD's are here for the full duration. That's, in my opinion, why Blizzard give us 2 charges of our "hands" instead of making them undispellable when hpal were trash during Cata/MoP. Because even with one charge, a full duration freedom would be extremly powerfull.
Why mages? Because mage this xpac are the best tanking spec in the PvP scene, while having TWO different school for cc and an unstoppable burst of instant spells. Which means if you want to stop the mage, you have to use your cs (If your team have it at range), on the mage, leaving the hpal free of cast.
Mages doesn't fear of hunter anymore, and the addition of hpal which is a natural counter of hunter cd's since the nerf of their purge transform the mage of something absolutely unkillable, something not really trainable because they can blink anything, iceblock a dr root, and still having the best mobility/kite tools, unless the mage/hpal team do lots of mistakes, and the hunter teams (I don't know about warlock/hunter) play really good.
The most common team of mage/hpal is with a shadowpriest, which give you more trashbuffs to protect your vulnerable utilities, and a protected and full duration freedom/bop on these 2 wizards is just op. While having extremly good peels because of the shadowpriest grip/mass dispel/ tiny heals, and mages spamable cc's and root.
In my opinion, i think hpal are not as OP as people said, unless they are paired with a mage.
I did last night an extremly good night of arena as ww/dk/hpal, and we didn't face a single holy pal team without mages. The other hpal team (jungle, turbo) feels extremly easy and hopeless compared to the shaman/druid version.
Most of mages/hpal will cry now that rsham/lock can beat them, but they are in the same level of stupidity, trust me.
Posted Metaclassx on 25 August 2015 - 01:50 PM
Posted Metaclassx on 25 August 2015 - 02:30 PM
But yea it'd need to have team templates so you cant be qued as/against lets see double healer( lol ) or double tanks etc
Really good job i strongly approve and hope devs read this.
Personally, I've played another MMO with arenas and it had a solo queue system, I LOVED healing in it. It was so much fun to heal because a good healer made such a huge difference and in solo queue had a big skill cap. Solo queue is fun even when you get bad teammates that rage at you because you can just re-queue and get a different set afterwards. Maybe that's where my perspective comes from, but I've already seen that solo queue can work with minimal effort and blizzard can definitely toss this in and let it flourish.
Posted Lolflay on 25 August 2015 - 02:53 PM
Solo queue in WoW could revitalize the game because arenas last for a short amount of time, and teammates exchange more rapidly than in League/CSGO/DOTA/etc.
- add solo queue for 3v3 arena
- solo queue rating is separate than premade 2v2/3v3 ratings
- enforce DPS/DPS/Healer template
- add an option to "prefer" a second class you want to be matched with in soloq 3v3 ( so for example, I'm a shadow priest, and I prefer being matched with a Mage - which obviously doesn't mean that I HAVE to get matched with a mage by the system, as to not create stupid queues from people only wanting to queue a specific class combo )
- griefers/afkers should be able to get banned from the system if they continously offend
While they're at it, they should add a proper looking for arena partners system, not the current premade tool we have to use to find partners if we don't know anyone. That system, combined with solo queue matching you with good players around your skill level, would revitalize arena by a lot actually.
Posted Filthpig on 23 December 2014 - 04:47 AM
Posted Esiwdeer on 13 December 2014 - 06:15 PM
#1 if you can't get into Ashran you can use your Stopwatch: make sure you're not queued, run into Ashran and start the Stopwatch as soon as the red word "Ashran" pops up to let you know your zone has changed.
Accept the queue right before your stopwatch gets to 22 seconds, it'll let you stay like you got in despite not waiting in the queue
this takes a few tries maybe, only good if you actually can't get into ashran. i did it on my first try but then couldn't do it for 5 tries and then did it again.
if you turn in ONLY A FEW FRAGMENTS AT A TIME(the first option "turn in a few fragments" the lowest amount possible) to this druid ONLY WHEN HE HAS THE BLUE QUESTION MARK, NOT WHEN HE DOESN'T he gives you 125 rep per 5 fragments, essentially letting you get revered in like 45 minutes if you farm rare spawns or something
#3 if you convert your currency to brazilian reals or whatever on the battle.net store you can buy race changes or any other character service for like 40-60% off. i think race changes are 10 and faction changes are 12 something(USD)
certainly these 3 things will not stay in the game, but many people are doing it so i think everyone should be able to skip the rep grind the same
can't explain it better, sorry if you can't find it useful
regards to everyone else
Posted Tekkys on 12 November 2014 - 07:56 AM
Also, great post by Talbadar. Good to see AJ being so positive and upbeat for once =)
Posted Talbadar on 11 November 2014 - 06:21 AM
Class Variety: Class variety was at an all time high this expansion in all areas of PvP. At any given part of the 3 seasons we can say within reason that about 20 out of the 29 viable PvP specs could do well in arena when played by the right players. This is not to say they could get carried, but that the class had the potential to compete. This was certainly not the case in BC and Wrath. During Cata it became more apparent that Blizzard wanted more classes to be viable and they definitely followed through into MoP with this in mind.
Catch-up system: Not much has to be said here. The fact that you can show up a few weeks late with a character and still compete or better yet go from 0 gear to full gear on an alt at the end of a season is a world of difference from previous expansions. This improved the game so much for me and for many players who have alts that don't usually get geared before the end of a season.
Full PvP gear best in slot: After years and years of dealing with players using trinkets from raids that could increase their damage by 30% or proc extra attacks that hit for 20% of your health bar we finally got what we wanted. Blizzard introduced a system that made full PvP gear best in slot for almost any situation. As an arena enthusiast this made me quite happy.
Class balance: It's hard to say this without a lot of negative feedback about certain ones, but class balance as a whole was really good by the end of the first season and onwards. As I mentioned earlier many classes were viable, but most of the time they were still very competitive anyway.
Let's take a look at some of the classes we saw at regionals and blizzcon this year. I am familiar with only the US teams for regionals, but we had a Ret, a Holy Priest, multiple Marksmanship Hunters, a Shadow Priest, a couple Elemental Shamans, a Boomkin, multiple Frost Mages, multiple Resto Shamans, multiple Affliction Warlocks, a Mistweaver Monk, a Subtlety Rogue, and a couple Resto Druids. At Blizzcon we saw a couple Windwalker Monks, a Fire Mage, and an Arms Warrior. That alone covers a lot of classes and specs.
On the live ladders we saw a lot of different specs doing well and I can only count 8 specs that did not reach a rating of 3000 by the end of the final season which are: Disc Priest, Fury Warrior, Frost DK, Arcane Mage, BM Hunter, Demo Warlock, Combat Rogue, and Assassination Rogue. For all I know some of those could have made it.
Successful arena maps: Blizzard finally added new arena maps that didn't need major revamping to become a solid part of the arena map pool. They also revamped Blade's Edge and Dalaran for the better though I sometimes do miss the old Dalaran against melee. They still need to work on some of the map balance, but really you can't hate on what they did during MoP with arena maps. I would like to see them add Ring of Valor back to the map pool. The current one is actually a great map it's just disabled due to bugs.
Merger of battlegroups: The removal of set arena teams in combination with having a single player ladder and being able to queue with anyone you want has been HUGE for the game. You no longer have to sit on arena teams until the end of a season worrying about your rating. This has also decreased queue times and allows players to compare everyone at once which people definitely care about seeing.
Resilience, PvP Power, and Dampening scaling : While not everyone can say that they enjoyed having these stats around you have to commend Blizzard for getting the numbers right with every season. They had to manually adjust them with each season to make sure people weren't dying too fast, weren't healing too much, and ensure that games were actually coming to an end in a reasonable amount of time. They definitely could have done better with 2v2, though.
Streaming Influence: You may not like some of the streamers and you may have some that you love, but streaming has definitely made a positive impact on the game. A lot more players are better informed and many feel like they are part of something by being able to communicate with top players and other members of their arena community.
Holinka BOYS: This man has done wonders for our community and you should be more than happy if you know what he's been doing while working for Blizzard. He's been in contact with a lot of the top players and constantly looks for feedback to relay to help out. He's also attended the LAN events to talk to players and meet them which I'm certain was not required of him. I've spoken with him quite a few times and the guy's got a good head on his shoulders so we should be happy we have him instead of the whatever the hell came before him.
Reliance on gear: A common theme for this expansion and Cataclysm was a heavy reliance on gear to be competitive. While everyone thinks PvP gear should be the best in PvP, the reliance on having the best gear available to even come close to competing is frustrating. There have been times where I am missing 3 or 4 items and it feels completely hopeless to try knowing other people just do so much more with those few pieces.
Too much CC / Too many defensives: This topic has been heavily covered by so many people so I'll be brief to not bore you. The arms race went way too far this expansion. Instead of Warrior Charges Mage-->Mage Frost Novas it's now: Charge-->Blink-->Heroic Leap-->Nova-->Intervene-->Pet Nova-->Reflect-->etc,etc. Everyone just had way too many things to deal with each other and way too many simple reactions when taking damage or wanting to deal damage.
Dampening in arena: As both a tournament spectator and competitor I strongly believe that Dampening is a horrible concept for arena. This allowed for many things to happen. First of all teams could design their composition fully around winning because of Dampening and play around it. I don't think this was as relevant to ladders as it was at the actual tournaments. Both my team (ele, lock, druid) and the team that won this year (boomkin, lock, shaman) could easily attribute their success to its existence. It made for really boring starts to happen in a game where most of the action should be happening seconds into the match.
This also allowed Blizzard to balance the classes around dampening and not having to worry about if players could actually get a kill early on. Instead of fixing the issue they just took a shortcut around it by forcing games to end. I think having some type of ultimatum for games ending is fine, but the game should be balanced around players scoring kills before something like that is even necessary. On top of that it should be fair for both sides which sadly dampening is not. "The Crowd Chose You" is obviously not a good option either.
Caster dominance at higher levels: This has happened at the end of a lot of expansions for WoW now and I think it would take a long discussion to figure out why this is the case, but as you all have seen the past 4 years have been more of a Wizzcon than anything else. Melee make things exciting and even against two casters it creates a much more dynamic matchup to both play and watch.
Reluctance to make small changes: I've heard Blizzard's thoughts on this time and time again, but I still feel as if we're getting robbed out of a better experience. They don't want to make a lot of small changes because they don't think it will make a big enough impact and will only deter players from participating if the classes keep getting changed. When I look at a game like LoL that makes constant slight balance changes weekly I can only frown knowing it would be great for WoW PvP to follow suit. Changes like this one below make the game drastically different and makes some classes stay dead for very long while others get to overpowered states for entire seasons without change.
Lack of tournaments: No regionals in 2013, a few tournaments hosted online (that were, as usual, attacked by DDoS), and just a few LANs? We didn't do much these past couple years. Tournaments create life in PvP. It gives events for people to look forward to and it gives drama for players to talk about. I heard something about MLG thinking about picking up WoW again for WoD, but rumors are rumors.
Healer Variety: Specifically in arena only 3 out of 6 specs (Mistweaver Monk, Resto Shaman, Resto Druid) were viable at the end of the expansion. I'd say we didn't do a good job of ensuring viability among them especially with Discipline being horrible for almost the entire expansion. One could argue that each spec was good at some point during the expansion, but that's simply not good enough especially after coming out of Shamanclysm.
Moving forward into WoD
Ability Bloat: There are so many things I am looking forward to in WoD and one of them is the removal of a ton of abilities and cooldowns that were just making the game worse. A lot of people won't agree initially, but let me explain why it's a good thing. There are tons of abilities for you to use to outplay your opponents and you want to be able to use them all and it makes the skill cap really high... sure that's great, but there are plenty of great games out there that use very few abilities to do things well. As long as there are mini games to play then there is plenty of room for player interactions to make a difference and for players to have fun. Mini games are things like: positioning battles, the interrupt game, forcing/saving trinkets and cooldowns, and battling for objectives. There's so much more to PvP than just having a bunch of crap to press.
Interrupt and CC changes: The number one change coming into WoD is one that's been needed for so god damn long. The removal of Improved Counterspell (the strongest CC in the game besides Fear) and Improved Spell Lock. There are other Silences and small CCs being removed, but this really does add to the fun for both the Mage/Locks and other players. You feel like you get more out of a spell when you use it well and previously all we see is blanket Counterspells and there's not much interaction required. The more interactions between players the more room there is to outplay. Don't forget the nerfs to Fear duration, CC cooldown, and the removal of PoM Sheep, NS Cyclone, and other forms of instant full CC.
Focus on PvP: From what I gather there's been a focus on making PvP fun for this expansion and with Holinka on board I'm having positive thoughts on PvP as a whole. I would love to see 2v2 make a comeback as a fun bracket that you can queue with your friends where games actually end quickly instead of the current stalemates that happen. With less abilities cluttering the game the mini games should become more and more relevant instead of the previous cooldown war. You have to expect that the expansion will start out with some bumps. Maybe damage overall will be too low, healing will be too high, or Mages will one shot people with Ice Nova, but we will get there guys!
Hope you enjoyed. Feel free to post your thoughts on both the positives and negatives of MoP as well as what you're expecting moving forward.
Posted Dills on 30 October 2014 - 11:12 AM
If the ladder is filled with people spam doing pilots and sells, then there aren't people truly competing for each spot on the ladder. Using an extreme example the top 5 players can take up a great portion of the top 100 spots with their boosts, making the players who would actually be top 100 without them boosting to get discouraged, unrecognized, and would make them not really care much to get better or care about the game. In a scenario where there is not plenty of boosting emerging onto the top 100 players will allow that up and coming player to get A) known by becoming known this will allow them to get noticed by other top players who will then want to play with them. This will give them more experience and make them better players. Up and coming players that get noticed and slightly trained from playing with the veteran or other high level top players will in turn get a lot better, and that cycle continues.
TL;DR by doing too many boosts you prevent newer players from joining the scene which will make the players at the top stagnate, and eventually you lose more of the competition to become the best of the best. Instead of having a ladder where everyone is trying to improve because the rating actually matters, boosting makes it so that people will instead just buy rating so that they don't have to work hard to improve themselves. If the competition only exists at the very top, then the competition overall is so much weaker than it could be.
Posted Hiimgosu on 27 October 2014 - 09:31 PM
Posted Lolflay on 27 October 2014 - 08:10 PM
Oh. My. Fucking. God.
The moment a person actually starts to tolerate you and maybe think that you'll turn out alright in the end, you write shit like this. You're a lost fucking cause, aren't you ? Take it from someone who did more boosting than you've had chance to during your little Ele Shaman escapade - if you're doing it, at least don't be a dick about it. You can't honestly believe boosting is good for this game ?
Here's a personality trait I had before. I used to be extremely hostile towards some players ( who I guess you could call "new kids on the block" ) who got Gladiator/R1 in the past, mostly because I didn't deem them worthy enough ( If I'm > them, why did they get reward >= mine ? )
But even though I was bitter towards them, I've ACCEPTED them. And do you know why ? BECAUSE those players are what keeps ARENA alive.
We have two players, Bob and Murray.
Bob is a guy with 3000 arena games in this season, Bob is a solid Duelist, but he might have a shot at Gladiator in 1000ish more games.
Murray likes chasing tail more than playing arena, but Murray wants Gladiator. Murray decides to buy Gladiator.
Bob gets at the exact rating the cutoff is at. Murray's boost knocks Bob out. Murray walks around with the title, while Bob, a legitimate player who probably would've continued playing arena if not for scumbags, is left in dirt.
Sure, Bob can try next season, and he probably will, but he's been fucked out of a title he worked really hard for, while on another hand, Murray just got his Glad achievement, title and mount, and will probably never participate in arena again at all.
TL;DR - anyone who supports boosting in any way is fucking retarded. Timeline of events :
- R1/Gladiator means something, is a prestigious thing to acquire in this game.
- more people start playing arena
- Gladiator cutoffs lower themselves each season ( not proportional to skill )
- morons start sharing R1 titles ( while claiming they don't care about them, interestingly enough they care about them so much they're willing to scout 24/7 and play hard to land at share rating )
- at one point, old, better players start separating themselves from new players ( community divided )
- new players' entry into highrated PvP scene becomes very hard
- boosting starts being a regular thing
- cheating becomes a regular thing
- DDOSing becomes a regular thing
- PvP quality continously declines
- "who gives a shit about this game omfg, new players suck, boosting cheating etc"
You're all fucking hypocrites, and more importantly, morons. Saying you give a shit about a pixelated title doesn't make you less of a person, and taking MASSIVE shits on the thing you love playing for the sake of "reputation" is basically taking shits on yourself. "Yeah man, my hobby totally blows, I'd rather eat hot horse shit than do it, but I'm still doing it". Bunch of imbeciles.
Posted Esiwdeer on 27 October 2014 - 07:04 PM
I have chosen to write this post in the interest of stirring some cooperative action on the part of the North American World of Warcraft community. In my humble opinion, the legitimacy of Arena Junkies has long been in decline. I am requesting that the moderatorship of this forum take more serious action against real life threats, leaked real life information, and any credible allegation of cheating.
Thesis: I believe we can greatly reduce the amount of rampant cheating on North American servers through one small, social step. I believe this step is a simple process by which cheaters can be held accountable on the general discussion forums, so long as it is civil, credible and not inflammatory. The "doxing" of prolific cheaters is a misguided(although well-meaning) start, but I believe it falls to people with actual administrator status to curb this culture of cheating.
In this post I will argue that diminishing the amount of cheating is something we must all work toward. I will attempt to show that the only option which provides any sort of efficacy is a retaliatory option. I will provide evidence which I believe shows the need for a responsive, coordinated community which holds its members accountable for the betterment of all.
Firstly, I will say that we will never eliminate cheating. Ladder exploiting, DDoSing, administrative fraud for end of season rewards -- we can never eliminate these cancers, but we can greatly reduce them. I believe that by holding cheaters accountable we can greatly reduce the occurrence and normalcy of these events. One must also consider that while this problem didn't become widespread until late 2012, cheating has been present on all battlegroups/ladders/servers/regions since the arena was introduced. We have the power to re-suppress this ideology and reinstate a culture of honor, competency, and respect for actual skill.
I will begin this post by writing about an exercise in game theory: the prisoner's dilemma. This is a very basic game model in which playing selfishly is always the dominant strategy unless cooperation can be assured. This model can be used as an analog for any game in which the opponents meet more than once.
While playing this game, one learns that they can always do well for themselves by 'betraying' their opponent(playing selfishly.) After some playing, though, you learn that you get the most reward over time through an attitude of constant cooperation. The best computer programs which have the most effective strategies for playing this game follow a sort of "tit for tat" model; if you choose the selfish option, the most effective opponents punish you for your choice each time you make it.
Or we could look to chimpanzees, grooming one another. All chimpanzees, regardless of social standing, groom and receive grooming for removal of ticks, unwanted attachments, simple hygiene and social bonding. Some chimpanzees learn that they can receive grooming and then not return it, or not return it to the same standard(careful removal of ticks, close inspection) for their own profit. Meaning to say, they get groomed for free. They choose the selfish option. These chimpanzees are the DDoSers, the wintraders, the RBG heroes of the jungle.
What kind of chimpanzee do you want to be? The chimpanzees who regularly receive the best grooming are the chimpanzees who hold grudges. By remembering someone who didn't groom you to your satisfaction and refusing to groom them in the future, the chimpanzee has effectively made himself more clean for the rest of his life. Take this one step further. Write a legible, credible, professional post detailing this chimp's selfish action, and let the community cast him out.
These symbiotic relationships exist everywhere in nature. Dawkins is famous for classifying the members of these relationships as suckers, cheats, and grudgers. From humans to chimpanzees to birds, the cheats will always try to behave the most selfishly. The suckers will do nothing - don't cheat, don't hold others accountable. The grudgers hold members of their community accountable based on memory. This is proven scientifically, and this attitude must be embraced by Arena Junkies if the upcoming expansion is going to be anything different than the scum festival that has been Mists of Pandaria.
"Tit for tat" therefore is the most effective strategy where the choices are cooperation or betrayal. We must assure cooperation, and then retaliation. Hold grudges. Let Arena Junkies have a communal memory - a record - of cheating. Disgrace cheaters. This will solve the problem.
It is a social understanding of holding people accountable which will clean up our servers and forums. And yet, posts carefully detailing the cheating of others are deleted and unfairly moderated against.
I am asking for an administrator to re-review the FAQ/posting rules for general discussion. I believe there should be a template for submitting evidence to prove someone has cheated. I believe people should be able to submit evidence in a non-inflammatory way which shows what they believe someone did wrong. If this evidence is found by the community to be credible, this subject should be permanently banned.
Administrators, there must be some retaliation against cheaters. The community which makes guides, visits streams and plays 3v3 at a Gladiatorial level is the same community that must come together to make it known who cheated, how, and for what. This is the only way it can be reduced effectively.
There must be a part of Arena Junkies which holds people accountable when the evidence is insurmountable. There must be a communal sense of justice.
Nothing ruins a game more than cheating. The standard you walk past is the standard you accept. You should fear reprisal from the community, or no longer be a part of it.
This atmosphere of cheating is a toxicant created by each of us when we choose not to act. To remove this toxicant, we must choose action over inaction. Each of us, from moderators to lowly members must report posts and clamor for justice. Cheaters must be held accountable. Fake titles must be stripped, banned, corrected & made public. Anyone who cheats must be held accountable.
Sunlight is the best disinfectant. Let Warlords of Draenor be an expansion known for honor, justice and competency.