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Member Since 26 Nov 2012
Offline Last Active Yesterday, 05:38 PM

Posts I've Made

In Topic: Ret on Beta

Yesterday, 05:38 PM

View Postglonglon, on 20 October 2014 - 05:26 PM, said:

Dunno if the crit nerf is live but I've done some testings and I have very strange numbers :

ES 1min cd : I had 18k avg overall damage.

Holy Prism 20s cd : 4.4k non crit, 9k crit.

If you crit 3x times with Holy prism 27k, 2 times 22k, Holy Prism seem to be slightly better than ES but need some beta player feedback about it.

For now I'm running Holy prism.

Another question for the beta players, I've always been an RNG enthusiast and I want to know if the RNG build divine purpose+FV is viable.

Thanks in advance for your reply,

Did you calc all ticks of ES critting too?

To know the damage, measure both criting everything and critting nothing. I'm pretty sure ES is still the best single target damage, if you count the 2 less GCD you spend vs Prism. Prism AoE and Healing is it's value.

And DivPurp + FV is possibly the best for lvl 100. Sustained + Cleave baby o/

In Topic: Ret on Beta

Yesterday, 04:50 PM

Seraph is the talent that you play like an asshole. You pool and get it up, go in and screw people up. Than it's over, you run like a bitch, heal, use utility, whatever and pool for the next time. The more you can chew during the uptime, the better - but you have to control how exposed you get doing so.

It's strong in some situations... but most of us just don't like it. It's annoying. You get CC'd, you have to pool too much HoPo, you're weak on the downtime... you have to really like the hit and run gameplay to play this. And it's fine when you want to burst/global someone.

And we go Selfless Healer.

Not sure if Prism or ES... think Prism for cleave gameplay and ES for focused? Like Prism seems to sinergies with Divine Pupose spaming DS/EmpDS and ES more with GCD capped single target gameplay like EmpSeals and SW/HA.

In Topic: Ret on Beta

16 October 2014 - 07:52 PM

View PostFeliclandelo, on 16 October 2014 - 07:45 PM, said:

When people were pulling 1000 dps back in Naxx at level 60 it was still pretty amazing. It's not about the numberes, but the relative feel of progressing and doing a lot more damage than what you did in the previous tier. As long as bosses have 10.000 times more health than what you have, it will feel epic. People often really don't look at the numbers in PvE because they are busy watching raidframes/floor/rotation etc.
It worked fine in TBC. People had large healthpools compared to the damage you took in. Few hickups here and there (windfury + bloodlust for example which was the only notable 1shot mechanic I recall)  but it was fine. They could also go back to WotlK and simply tune those numbers a little bit. WotLK with perhaps 30% more health would have been fantastic, or they can simply turn it around and buff PvE damage/health like they did in ICC.

There's many ways to do it.


In Topic: Ret on Beta

16 October 2014 - 07:23 PM

View PostDizzeeyo, on 16 October 2014 - 07:10 PM, said:

can tell you do a lot of pve :)

Like, 3% of my time in WoW =P

But I've designed games and studied game design a few years back... believe me, for them it's much more about how people feel than about numbers. And we, who care about numbers are like 5% of the comunity.


And my numbers are just to ilustrate the point of the healthpools x damage x increase per patch

In Topic: Ret on Beta

16 October 2014 - 07:21 PM

View PostAnimefreak3K, on 16 October 2014 - 07:07 PM, said:

Yeah, i see, thanks.
That's exactly why i said, that they should start balancing pvp, and than design pve.
Wouldn't that be a better solution?

For us? Yeah, of course. For us, PVE could even not exist.

But PVP is like the sauce on the pasta. You can eat pasta without sauce, but can't eat pasta without pasta =P WoW can still be WoW/RPG/MMO with no PVP, but there is no Arena/RBG without the rest of the game. As much as a huge part of the player base, plays PVP mainly.

So they try to juggle both.

Separate PVP and PVE completely would mean make 2 games and double the work.

So they just have to make the numbers right.

But it's hard, because fun comes from flavor/complexity. It's like looking and walking both left and right at the same time.

So my solution for them is: don't get yourself into traps. It's MUCH harder to tweek damage and HP of all mobs/bosses to make it OK for the Players, than to make all mobs/bosses scale right and then tweek player gear.

They ARE on the right direction. But the health pools should've been increased MORE. Like really, 300%.

And every patch, to avoid Battle Fatigue, they have to increase boss and player HP and damage by the same percentage to keep PVP balanced. But I don't see that happening for the same design reasons. People HAVE to have that "WOOOOWWW look at the boss HP, how we gonna kill that!?". It's a catch and release cycle.

But I think, for the sake of ending this whole balance issue once and for all, they should do just that. Make it 100% same numbers for PVP and PVE, and every patch increase like 20% of player and mobs HP and damage and we're done. No Resilience, no Battle Fatigue, no PVP Power, no Oneshoting people. Enough of that already.