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Renaissance_Man

Member Since 10 Jun 2012
Offline Last Active Today, 06:06 AM
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#4306536 Hunter POM Sheep

Posted crazieh on 19 December 2014 - 03:33 AM

feels very rewarding avoiding trap, knowing they don't really care if they land it since they can try again in 12 seconds =)


#4306350 Hunter POM Sheep

Posted Lightningx on 19 December 2014 - 12:24 AM

Why do hunters have a 12 seconds POM sheep?

Mages had a 1.5m POM sheep and it was deemed too OP and removed from the game

???


#4307328 "Mages are strong right now" - 2.2 Mitch Jones to thousands of people

Posted firebunny on 19 December 2014 - 02:20 PM

This is the kind of thing in the way of change.


#4307940 "Mages are strong right now" - 2.2 Mitch Jones to thousands of people

Posted Mindllapse on 19 December 2014 - 10:51 PM

View PostBewdetdef, on 19 December 2014 - 10:49 PM, said:

Why do you care about an individual that talks and talks out of insecurity all the time? Why do you care about streamers? Why do you care for anyone sharing information other than your own experience? Isnt your own experience you make with things prior to anything else? What has changed in your life that this isnt happening anymore. Think about it, HARD. Because This is the sole reason for a) insecurity B) not being satisfied with everything you touch (thus reroll every week) for millions of players: They listen to the oppinions of others. Of course they never reach the top of any ladder that way.

This is the single most retarded thing I have ever read on this cancer forum.


#4218145 2014 NA Regional Drama Wrap-Up

Posted Regent on 26 September 2014 - 02:06 PM

View Postcatastrophiq1, on 26 September 2014 - 02:04 PM, said:

He's on piecez's side :))

I asked whose side he was on, not who was on his account.


#4298954 Class Interrupts Imbalance?

Posted Ipsissimus on 14 December 2014 - 10:41 PM

Skull Bash was introduced in Cataclysm, prior to which Ferals (or Moonkins, for that matter) had no interrupts and relied on using other forms of CC to stop casts. Of note is the fact that Cataclysm saw a massive surge in the number of damage dealer Druids in arena, due to a refreshing combination of silly DoT abilities, increased utility via the introduced interrupt for Feral and silence for Balance, and a nice chunk of off-healing to top it all off.

Suddenly we're in WoD and there are Restoration Druids who blink and Feral Druids who knock me back after they waste their Skull Bash. I assume the former was introduced in the Panda expansion and the latter is a result of the "new" talents trees which came with that expansion as well.

On topic:
Interrupts should absolutely not be equal between classes. There is a damn good reason that originally Paladins, Druids, Hunters and Priests had no interrupt and Shaman could only interrupt the cast and not lock out the school. Classes were envisioned with a certain toolkit in mind, specialization limited you to a certain toolkit which allowed characters to have inherit weaknesses and strengths which played off of each other. There's no reason that a ranged physical damage dealer should have the same interrupt as a caster who (ideally) is required to hard cast his or her damage and crowd control. Just like there was a damn good reason Fire Mages couldn't Deep Freeze or put Ice Barrier up, Arms Warriors couldn't Shockwave and Assassination Rogues couldn't Shadowstep.

The current situation is far from good or balanced, there are too many classes with interrupts which they frankly genuinely don't even need to have in the first place. "Streamlining" interrupts would only lead to further design issues which would take quite a few expansions to begin fixing, given how pleased with themselves Blizzard are with the state of Specs and Talents.


#4296687 Shit players who cry about Kidneyshot.

Posted Dills on 13 December 2014 - 05:11 AM

View PostStarbuck, on 13 December 2014 - 04:58 AM, said:

Please learn to kill shadow reflection when you see it appear, now all you have left is the exactly same combat spec as you had for the past 4 years..

What do I do if the rogue and his team cross cc because their parents aren't related


#4285216 Bow down to the ret paladin gods

Posted Avengelyne on 04 December 2014 - 04:38 PM

There are approximately 5-6 Rets (that i'm aware of) that have a mastery of their class. Hopefully they end up in a state where those players can still compete and be viable for R1/Tournaments but have it where we don't see goober/FotM Rets that aren't playing at their potential flood the top ladder spots (like the debauchery that was S15 Locks, Ele etc.). If this happens I will cry for nerfs myself and probably not want to Q because pretty much anything accomplished would just be thrown aside as LOL S16 RET. Nobody wants that. The only people who want that are the turkeys that re-roll each season trying to get ez-glad.

I remember having a good experience @ Beta. Not much has changed since, when we are geared the pace of the game slows down because the HP gain scales way more than the damage gain. Remember when they almost added battle fatigue again when the game was so slow and nobody died?

Rets have historically always been way better vs noobs than vs good players. Good players figured out how to completely nullify their utility and CDs while bads just get donked on by it. It has also always typically been easy for a Ret to hit 2.2k by running in and popping all their CDs and destroying people that can't handle them.

It's important to also realize that Ret has always been a spec that beats cleaves. Even in their worst state, S15 we typically beat every cleave. Now that Wizards are toned down, we find cleaves dominating which Ret teams are having an advantage against.

The set bonus was actually a great idea had it been implemented in S15 where players had infinity CC for you as soon as they saw wings. Even if you wait until you're completely fear DR'd, they have no Gateway, you trap the Druid, pop your Wings.. you would get get they NS Hex'd. Then, you get knocked back, they port and your wings is over without them even blowing a single defensive CD (and at this point they still have 0.3 sec clones, instant unavoidable fears (howl/shadowfury -> fear), etc).

The logic is instead of spamming CC on the target most susceptible to it and also the most dependent on their cooldowns is that you would instead pop defensive's during the burst (resulting in offensive trade for defensive's instead of simply spamming CC). It was honestly an idea that made a lot of sense to give Retribution a fair play ground vs top players.

We have a situation where Retribution has an advantage vs the current meta (cleaves), can't mindlessly be CC'd during their CD's (intention was to help them vs top players) but unfortunately also results in blowing up retards harder than ever resulting in a tsunami of Q_Q and goobers getting top ranks (which hasn't really happened yet, season is only 2 days old but will probably happen).

In addition, while we are all in blues the games are incredibly short and bursty. Games nearly always end before Rets run out of BoPs/Sacs. Short games are a tremendous advantage for Ret as they have a large arsenal of CDs they can blow through (Ret has always been CD dependent and weren't top tier because of it!).


I guess in conclusion, I am hoping we end up in a state where we still have tools to compete vs the top players of other classes, but please don't make us so good that retards playing it can end up doing just as well which I believe is what everyone is whining about (losing to bad players just because they are Ret) and is what I would be whining about if I wasn't a Ret right now. Regardless of what each individual thinks makes them OP, Rets and Arena in general should be in a state where more skilled team/players win, which is what balance really is. The current state of Arena heavily favors Rets in every way possible. The situation should be evaluated once everyone is fully geared and real teams are actually able to log in and Q against each-other.

If we see e-sloots and FotM rerollers up there with the top players of other classes when the season matures a little more, please nerf us enough to get rid of them.

.


#4261165 BlizzCon® 2014 Opening Ceremony and eSports – Free Live Streams

Posted Mattadoro on 11 November 2014 - 06:16 AM

View Postjaimex, on 09 November 2014 - 01:34 AM, said:

lemme go get my respects

oh yeah they dont exist for washed up players like snutz and ven.

this is the equivalent of a 400 pound dingus, watching youtube videos of people lifting and telling his mom how bad their form is


#4261177 My Thoughts on MoP PvP and the direction of WoD

Posted Talbadar on 11 November 2014 - 06:21 AM

Hey everyone. With MoP coming to a close soon I'd like to talk about how I feel the expansion has been for PvP as a whole. This means I'll be going over the negatives and positives of as many areas of the game as possible.

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Positives
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.
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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.
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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.
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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.
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Negatives
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.
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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.
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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.
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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.
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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.
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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.


#4258366 True Blizzcon Winner = Dampening

Posted Creamo on 08 November 2014 - 11:48 PM

Let's get rid of dampening and go back to 45 minute MLS mirrors guys


#4257322 official push push fan thread

Posted spelgubbe on 08 November 2014 - 06:53 PM

is it possible to get more rekt?


#4257220 official push push fan thread

Posted Holypalaswe on 08 November 2014 - 06:37 PM

View Postpaypayz, on 08 November 2014 - 04:16 PM, said:

kordings wmd is really good, but nolifer will beat it, if they q godcomp and lose 1st game , they'll que mirrors and destroy them

wp


#4257286 official push push fan thread

Posted Janegrey on 08 November 2014 - 06:49 PM

Jk 3-0 in mirors


#4257229 BlizzCon® 2014 Opening Ceremony and eSports – Free Live Streams

Posted rizzy on 08 November 2014 - 06:38 PM

SKILL-CAPPED EU HYYYYYYYYYYYYYYYYYYPE <3




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