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#3918467 Season 13 Title Calculator

Posted Starcookie on 26 July 2013 - 12:29 PM

The season end announcement is closing in.

Prepare yourself and your team by getting a better understanding of where your team currently stands and where it needs to stand in order to qualify for rewards.

http://www.hosted101.net/season_13/

EU, US and RU is supported including 2v2 (for reference), 3v3 and 5v5. For the best results please submit 0-20 teams that have a rank visible in the armory.

Good luck to all those competing for titles.

Click here for FAQ's.


#3905950 Arena Teams no More

Posted Guest on 29 June 2013 - 04:52 PM

It'd be awesome if they made it so that titles were promoted daily instead of per season. That way when you achieve a new high rating you can login the next day with your new title. There would be active competition to be "rank 1" as well.


#3897494 Damn youuuuuuuuu

Posted zenga on 10 June 2013 - 07:59 PM

View PostUdderly, on 10 June 2013 - 06:46 PM, said:

What I'm saying is that people need to keep in mind that multi-dotting is a big part of the problem combined with Echoes talent and high levels of mastery.

To provide some math behind your statement: what is the probability that 1 flame shock tick will cause a lava surge proc, what is the probability if 2 flame shocks are up that at least one will cause a lava surge proc, etc .... So you need to multiply the components (i.e. the chance that they won't occur). Each individual tick has a 20% individual chance to reset flame shock and obviously an 80% chance that nothing happens. For convenience lets assume that all ticks happen at the same time if multiple flame shocks are up:

1x flame shock up: = (1-(0.8)*100 = 20%
2x flame shock up: = (1-(0.8*0.8))*100 = 36%
3x flame shock up: = (1-(0.8*0.8*0.8))*100 = 48.8%
so if you have 3 flame shocks up and assuming all ticks happen at exactly the same time, then you have a 48.8% chance that lava surge will proc

and if you were to play 5s or do rbgs
4x flame shock up: = (1-(0.8*0.8*0.8*0.8))*100 = 59%
5x flame shock up: = (1-(0.8*0.8*0.8*0.8*0.8))*100 = 67.2%
6x flame shock up: = (1-(0.8*0.8*0.8*0.8*0.8*0.8))*100 = 73.8%

The reason why they changed lava burst in 5.3 (0.5s increased base cast time and 25% increased damage) was a pve one: with the legendary gem (30% haste proc that is up for roughly 50% of the time) and current haste values, elemental shamans found themselves casting their main damage spell below the gcd for a good amount of the time. Since elemental shamans have been near or at the bottom of the dps spectrum in pve since 4.0 (with the exception of 4.2), it seems highly unlikely to me that they will change/nerf lava burst damage (even more so because elemental is lagging behind particularly in single target situations, pve that is).
Currently there is a demand from elemental shamans in PVE to make crit rating more attractive, and there have been some tweets that indicate that they are looking into changing the way that lava surge will proc (e.g. rather than a flat 20% chance per tick they were considering that a flame shock crit would proc lava surge). But this seems to be a concern for the distant future, not so much a change they will make during a hotfix.

Provided they want to change ele in pvp, it makes most sense to me to make 2 versions of the spell. Keep the way it currently works in pve, and revert the 5.3 changes for pvp. So lava burst will do 25% less damage against player targets, but also has a 1.5s cast time instead of the 2s it currently has. Not sure if they have the tech to have 2 different base cast times for the same spell, but to me it only felt like ele was lacking defensive/passive dmg mitigation in pvp, not so much damage. Something they addressed with the glyph of lightning shield.

And on a final unrelated note a consideration: the fact that rogues or no longer omnipresent in arena makes elemental shamans kinda more dangerous/viable by default.


#3886637 [Suggestion] Making 27000 CP Achievement account wide

Posted Feliclandelo on 12 May 2013 - 12:59 PM

You see people quitting (or atleast threatning to quit) on a regular basis, this can be due to balance changes, not having the time or just overall boredom of the game. One of the ways Blizzard are trying to keep their customer attrition rate down, is by trying to make the game more alt friendly, giving players more stuff to do.


An alt friendly game, encourage people who are easily bored with their class, character or realm to keep playing, by rerolling to one of their other alts. I have faced the same problem a few times, and if an expansion is not on the horizon, I simply quit playing my character and spend time on something else, be it another game or spending time with friends (god forbid).

Right now when you reach 27.000 conquest points, you can buy all the other sets from honor (493-498 iLvl). This only applies to your character that has the achievement. Now, I don't have the time to play RBG or keep high ratings (not to mention, ensure being on a high pop realm and keeping 3 active 3v3 teams), meaning I am left with basicly 1 character that will be able to benefit from this. This means if I try to reroll, my alts will be severely undergeared, and they will be no fun to play and it will not be possible to migrate them in order to play with friends if you want to stay competitive.

Therefor, in order to try and give an extra incentitive (not only to earn a bit extra) but also to keep your playerbase (atleast within the pvp community) I would strongly suggest making this achievement account wide, meaning that all your other characters can farm the gear from honor, once you did it with 1 character.

Now, I can't really see the consequenses of this change, but perhaps some fellow AJ members could tell me why this might be a bad idea?

Felic


#3882331 Ddos'rs caught with proof

Posted mukuld50 on 30 April 2013 - 06:09 AM

I dont understand why any of you are flaming the OP for his post lol


#3879850 AJ Moderator - Who is it?

Posted Synkz on 24 April 2013 - 11:03 PM

it's the Batman of AJ


#3878365 Recent Helpful Posts

Posted Vanguards on 21 April 2013 - 03:15 PM

Below are some recent helpful posts. We'll be trying to feature helpful posts once a week!

Talbadar: Using fear to your advantage in arena
Spoiler

Nodgey: Answer to "(Boomkin) RBG Help again!"
Spoiler
Spoiler

Askin: Answer to "List of Important PvP CDs per class"
Spoiler
Spoiler

Ardnutt / Nemix: Psyfiend and Mind Control Discussion
Spoiler
Spoiler



#3875774 Boston Marathon Bombing

Posted Vexo on 15 April 2013 - 08:14 PM

Fucking sick to my stomach right now, at least 2 dead and 25 injured.


#3868089 noo...

Posted Thaya on 28 March 2013 - 05:23 PM

Perfect example of a thread that should either be on battlegroup forums, or locked/deleted.


#3849040 Balance is not the biggest problem, systems are

Posted Thaya on 14 February 2013 - 04:33 PM

Foreword: please read the entire post before commenting. I was a little bit too quick to post it, and as a result of adding ideas and thoughts to it, it's now a little hard to follow: I start with an example before explaining the main problem (inductive reasoning). All the important stuff is at the end.

Ever since WotLK ended, I've had the opinion that the problem of WoW PvP is not balance, but the systems. In fact, the things I'm going to talk about have always been in place, I just didn't notice them because I enjoyed random battlegrounds, skirmishes and 2v2 up until Cataclysm. I don't want to make this a nostalgia thread or a rant on bringing back skirmishes, but a few words have to be said about skirmish: reintroducing skirmish arenas, with the way the game has evolved since they were last active, would be a stupid decision. Back in WotLK individual skill was a much bigger factor than it is today - this is both due to developer decisions and players getting much better in these 4 years - arena is all about team synergy now, individual skill doesn't even fascinate anybody anymore. A single player just won't be able to make enough of a difference on his own to make it fun in the slightest, perhaps with the exception of one or two specs, and I'm not even going to talk about the obvious problem of team compositions and how predictable it will be. If they are reintroduced in the original implementation, people will play them for a short while, and then it will just be another dead area of the game.

Let's forget about the other PvP modes for now and focus only on arenas - it is a little game of its own, there's nothing that feels or plays quite like it, and it has a community of its own.

A huge problem with the arena system is that there is only one, ranked, mode. I believe it applies to everybody, or at least the vast majority, that you're not always in the mood to play serious, to play to win. And I believe every arena player has been in a situation where you wanted to try playing with some other people or your friends - just for fun - but couldn't due to being locked to their "serious" team. The real reason people want skirmishes back is because arena players simply don't have anything to do when they're not in the mood to play serious, or when their team mates are offline, or whatever other reasons not to play ranked. Ever noticed how many people buy Arena Pass just to be able to mess around without putting their live ratings in danger? it's always a very short sparkle of interest, because AP isn't really that good of a solution, but it's a good example of what people want.

And so, why not do the obvious thing, the thing that exists in several other super popular games?

Unranked mode.

Give it a a matchmaking system to match equal teams, but no ladder and no statistic tracking at all. No need for teams too, just let any party of 3 queue for it, even cross realm parties. Characters will still have MMR attached to them, and the average of that MMR will be used for the party - imagine it as if a temporary arena team is created. It just won't matter, it won't give rewards, it won't be displayed on the UI, the matchmaking system will extend its search range a lot quicker (aim for 2-3 min queues tops, even at the cost of equal matchups), and there will be no competition based around it. An organized skirmish, that's exactly what it should feel like.

Firstly, this will be a less serious environment to play in for the veterans, a polygon to run new teams or just play for fun, something you can queue any time of the day carelessly, something you don't have to commit to. And secondly, this would be a wonderful thing for new PvP players. It's just like the real thing, but without the pain of losing; I know people who tried arena, sucked due to being new, and never touched it again because they just kept losing. WoW arena has a very steep learning curve at least due to the amount of information you need to memorize and get used to before you really feel like you understand what's going on, being put straight into a competitive environment makes it that much harder; on top of that, gear is a much bigger factor than it's ever been, but let's discuss this another time.

Now, since I've touched the subject of new players... Let's go back to the real world where PvP isn't just arenas. The general consensus on AJ is "who cares about random BGs", but it is so much more important for the game overall than people think. Random BGs is the first place people unfamiliar with PvP go to, not only because of gear, but because it's the only type of PvP you can queue solo for. This is where they get their opinions about the PvP side of the game, and do you honestly think it's a good one if every second active poster here is botting, and some of you even actively support it? If I continue this subject I'll have to repeat myself a lot from an earlier thread about honor and battlegrounds, but key points were: the honor grind must be shortened A LOT, it's totally wrong that getting starter PvP gear takes so long; winning/losing shouldn't be as important as it is (random is random); and botting should be at least risky and more complex to use than it is today.

Another problem with the systems is how weird the matchmaking system is. Why do you sometimes not get a high rated team from your realm that you KNOW is queueing, and instead get 10 min queues into a team 700 rating below you? Why do you sometimes experience the opposite and get the same team 3-5 times in a row when you KNOW there's other teams queueing, and you even have to sit and wait for them to finish their game when they bump into somebody else? Why do battlegroups still exist even though it's been many years since it's possible for cross battlegroup matchups? all battlegroups do now is slow down queues for everybody and give out free rank 1 titles from 5v5 shares. Why does it take years to fix an exploit in the RBG MMR system, an exploit that people made thousands of euro on, and even humiliated Blizzard by making 5000 rated level 1 characters for the purpose of advertising? Why do RBGs have a much, much better effort:reward ratio in a game that's based entirely around character/gear progression? RBG is easier for the individual player and gives everything that arena does plus more (higher cap), that's wrong on so many levels. Imagine how all of this mess looks like to new players.

It is the oldest and ugliest system in the game by far, it's had so many things built on top of it and patched that it's just an archaic abomination.

There's so many great ideas out there. It doesn't even have to be unranked mode - that's just my take on it and an idea I haven't seen discussed before. Think about weekly challenges/tournaments with rewards - regular 100k gold tournaments would be intense. Introduce observing, at least in ghost mode like on a certain private server, but preferably more like the 5.2 Brawl (can keep it tournament-only). Introduce a best-of-3 mode for it, and allow it to be used in wargames.

Think about getting rid of end of season rewards completely. End of season rewards only promote cheating and boosting by now, and their value as an achievement of skill diminished to the point they're almost irrelevant. You could replace them with the aforementioned tournaments, or do other things like temporary per-season achievements that turn into FoS (f.ex. a new Arena Master per season, Flawless Victor, 2.2/2.4/2.7 per season). You know how fun it is for new players to get a RBG achievement every 100 rating they advance? Imagine if Arena had something similar, and you got Gladiator at say 2.5k, Duelist at 2.2, etc. And the seasons are really short so it doesn't get stale - you don't NEED TO introduce a new title and set of gear every single season.

Think about reintroducing 2v2 in some shape or form (f.ex. with a healing debuff, because right now healer/dps vs healer/dps is impossible), with rewards or achievements to it, especially something for the newer and less experienced players - 2v2 is actually one of the greatest and easiest ways to learn other classes as well as a great way to pass time when bored, it solves nearly every problem I mentioned here.

The way PvP works right now doesn't allow new players to enjoy the game. This is my entire point with this post. The biggest and most important reason that arena activity is dying is that old players are quitting, but no new players are picking up WoW PvP because it sucks to play with randoms and tank down to 1k rating on your first session. There is no "entry level" in WoW PvP, you're thrown straight into ranked 3v3 where you get crushed by people fully geared and most likely with years of experience because WoW PvP hasn't really attracted players for years. THIS is what needs fixing, and it's much more important than balance.

I'm not saying that balance is irrelevant, but no matter how good and balanced the game will be, it will never attract new players if the systems stay the way it is. There's a couple of very good changes in the patch - they fixed gear progression, which was the reason S12 had half the active teams compared to S11 (despite being a fresh expansion), and they also listened to our complaints about rating decay - we haven't even fully acknowledged how huge that change will be. Ultimately I'm making this thread in hopes to motivate them to work the PvP systems more, I imagine it's an easier task than balancing and is more useful at the same time.

Most of these won't even require too much developer work hours, and they won't affect PvE or other parts of the game. You can stick with temporary title rewards or gold and it'll be just fine for us, don't waste your precious developer time on tabards/mounts/pets. We just need a bit of your programmers work hours. Please make PvP fun again.



#3837777 Season 12 Title Calculator

Posted Starcookie on 20 January 2013 - 12:31 AM

The season end announcement is extremely close (March 5th / March 12th).

Prepare yourself and your team by getting a better understanding of where your team currently stands and where it needs to stand in order to qualify for rewards.

http://www.hosted101.net/season_12/

EU, US and RU is supported including 2v2 (for reference), 3v3 and 5v5. For the best results please submit 0-20 teams that have a rank visible in the armory.

Good luck to all those competing for titles.

Click here for FAQ's.


#3847752 Arena Egos

Posted Guest on 11 February 2013 - 10:30 PM

Back to the main topic.. let me share with you why I don't generally play with 'random' people. Playing with the same people for years you begin to anticipate and expect what kind of decisions they will make in an arena match. Being a competitive player, this is a clear advantage to have on your team. For example, I could probably tell you what Cdew is doing global for global the entire game. Developing trust and gameplay knowledge with people is something I've grown used to and can't give up. As soon as I start playing with different players on the same class (even if they are just as good), my expectations change and I feel like I have to re-adapt to that player. Winning arena and feeling like you're playing as a team has always been the fun part of the game to me.

That being said, I still enjoy playing with new people or undergeared friends when it's not in a competitive nature. Immediately trying to be competitive with a new team or with undergeared friends usually doesn't work out.


#3142556 Useful Website Compilation

Posted ameego on 24 March 2011 - 03:34 AM

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#3822670 If losing gave 50% points, and T2 was buyable for anyone after 35k pts

Posted klaus on 17 December 2012 - 03:09 AM

For a company that caters to the lowest common factor it' surprising they'd rather just murder the 1800-2199 players with the 2200 T2 weapons into quitting.

And the pre-1500 players and new alts who lose 10-20 times in a row against 15 pc malevolent players in the 1501 bracket and have 0 points to show.

>hey man dat 5 frost mage rbg team just wrekt us
>25 mins of gettin owned
>least we got some po- oh wait we got jack
>lmfao nice waste of my life ill never RBG again

There goes 98% of your pvp playerbase. enjoy 10 min queing into the same guy.


#3807807 All MMR gets reset down to 2.2 next maintenance

Posted GrieverZ on 20 November 2012 - 02:24 AM

"Better than nothing"

Its exactly what the community wanted no?




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