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Blameshift

Member Since 26 Apr 2013
Offline Last Active Today, 09:33 PM
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#4297554 lots of people are profiting from this

Posted Esiwdeer on 13 December 2014 - 06:15 PM

might as well give it to everyone so it's fair. this is only for alliance, no idea about horde

#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.

#2 Posted Image

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


#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


#4286379 Primal Glad Mount

Posted Filthpig on 05 December 2014 - 02:17 PM

Hoping they make the glad mounts look exclusive again this expac instead of the shitty excuses of mop mounts.


I want a big red yeti with armor and chains dragging some feral and ret corpses.


#4285962 Primal Glad Mount

Posted Marshmellow on 05 December 2014 - 08:07 AM

Blizzard has opted to not make new gladiator mounts this season, the reason being feral druids can already move at mount speed passively


#4285934 Primal Glad Mount

Posted Vamel on 05 December 2014 - 07:39 AM

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cant blizz for 1 time   make something nice and put those SICK and COOL drakes as Glad mounts?

98% of wow will be happy
2% wont be


#4285304 Bow down to the ret paladin gods

Posted Koshimo on 04 December 2014 - 05:43 PM

View PostAvengelyne, on 04 December 2014 - 04:38 PM, said:

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.

.
didn't even read your post but i can tell you're trying wayyyyyy too hard to justify your broken as fuck spec


#4285166 Bow down to the ret paladin gods

Posted Avengelyne on 04 December 2014 - 03:30 PM

View PostAlidia, on 04 December 2014 - 03:24 PM, said:


Ret paladins probably has the highest sustain


pls ban this retard


#4285144 Bow down to the ret paladin gods

Posted Zzx on 04 December 2014 - 03:03 PM

they're not op

just over the last few weeks a shit load of ferals ret pallys and disc priests got realllly good at the game


#4285396 Using taunt to swap back to d-stance immediately after using CS/SS/Reck

Posted irubuwrongtime on 04 December 2014 - 07:05 PM

I thought I should just make a separate topic for this as it seems many of new warriors did not know about this trick.

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I just made up a short clip to explain the taunt mechanic and how you can incorporate this into stance dancing. Below is the link.

https://www.youtube....eature=youtu.be

Hope this helps.

Edit:  I forgot to mention this in video and it is kinda important so I'll just add here.  Since you are using taunt to force the swap to d-stance, you must have a target you are taunting at.  You can also make a macro to taunt the pet or arena 123 so you can use taunt w/o having to actually target something.


#4284638 Warrior success story from 1st day of new season?

Posted irubuwrongtime on 04 December 2014 - 12:50 AM

View PostCretosxq, on 04 December 2014 - 12:14 AM, said:

I tbh am not the biggest fan of glad stance and personally have liked arms for along time not so much now but overall really struggling as arms right now vs feral hunter pri + ret hunter pri, they literally sit on me i never get to leave defensive stance so i end up doing 0 damage while my shaman takes a billion instant CCs,


Versus teams that don't train me start to finish it's rather enjoyable though so not all bad!


This is about 2350 MMR right now Every-game goes the same way.  Trap > fear > silence > stun x50+ > trap again cause survival has 12sec trap. Playing TSG with an Rsham
Here is some tips for some of you guys that haven't figured this out yet.  CS, Sweeping Strikes and Reck will change you to battle stance automatically and thus making it hard for you to use it as you are getting trained.

Make a simple macro for your defensive stance with taunt so that everytime you use these abilities that puts you into battle stance, you can swap right back to defensive stance in the middle of it.  It's not a bug and it is working as intended.  Read the tooltip.  Taunt forcefully puts you to defensive  stance while in battle stance and it works while you are changing to battle stance as well.

If you were to change back to defensive stance w/o taunt macro into it, you would actually have to wait a global to change back to defensive.  This is really really useful in situations like you need to quickly swap to battle stance to cs, reck, or ss and swap back to d-stance almost instantly.  Just remember that taunt has 8 sec cd so you can't use it all the time but it makes a huge difference for the time you really need it.


#4156403 In-game NPCs named after PvPers

Posted Kettu on 26 June 2014 - 10:02 PM

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#4156280 In-game NPCs named after PvPers

Posted Ayrasaurus on 26 June 2014 - 09:00 PM

tfw no human male black called "Ayra"

fuck i'd even accept being a stranglethorn gorrila

just gimme my fucking validation please


#4261216 Blizzcon Recap

Posted Mattadoro on 11 November 2014 - 07:01 AM

View PostMyrrha, on 11 November 2014 - 06:59 AM, said:

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smile bigger, it looks from this pic like you have low ..... elf-esteem

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#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.


#4254367 Anyone playing MOP AT?

Posted Dills on 06 November 2014 - 09:04 AM

who would ever want to play mop again rofl wtf

edit: oh i see a warlock and a shaman posting in this thread. now that explains it




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