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Member Since 22 Aug 2013
Offline Last Active Yesterday, 07:24 PM

#4445435 [Bug] Psychic horror does not break on damage

Posted Ryokuone on Yesterday, 06:10 PM

I know i´m a scrub and all, but dosent every other Incapacitate cc break on dmg?

#4445384 [Bug] Psychic horror does not break on damage

Posted Avengelyne on Yesterday, 05:05 PM

Definitely should either break on damage or DR with stuns.

#4444130 Jahmilli: Living Bomb

Posted Jahmilli_ on 27 June 2015 - 10:08 PM


Thanks for read :)

#4444055 Really Glinks?

Posted Bawn on 27 June 2015 - 06:59 PM

glinks also ate my little brother

Proof [6/18/2015 4:32:09 PM] Greg: I had to eat him dude... I was really hungry

#4444037 Really Glinks?

Posted Miixzy on 27 June 2015 - 06:35 PM

I wouldn't of believed you if it wasn't for that proof.

#4439213 How Dhorothy gets his rating ( Topic about DDOS)

Posted Elorxo on 21 June 2015 - 01:24 PM

View PostChanimal, on 21 June 2015 - 12:51 PM, said:

retarded behaviour isn't limited to just the north american continent buddy


#4439180 How Dhorothy gets his rating ( Topic about DDOS)

Posted HeyimJack on 21 June 2015 - 11:46 AM

Posted Image

#4438637 A Cry for Help

Posted Naraga on 20 June 2015 - 12:38 PM

Know people are gonna be trolling OP but he is right.

The issue he mentions stems from two causes:
1: Complete abolishment of server communities. Meaning that unless you are a famous streamer of sorts you know nobody and nobody knows you. Because of this nobody is willing to try out matches unless you are higher cr than they are, and if you don't go 100% win/loss for the first 50 matches you'll never play with them again.

2: There is absolutely nothing you can do as a healer to carry your team, or at least from the perspective from a Disc. Nothing you do has any impact on your winning or losing bar the basic healing you do. Sometimes you face an RMD and you death the blind, silence and dispel the ns, precast mass dispel on IB etc. and still lose. Other times you sit in CC doing fck all the entire game and you win.

In Wotlk there was so much you could do to carry two sub par dps as a disc. Mana burning the enemy healer, preventing their mana regen, good dispels, well timed fears, offensive pressure at just the right moment, getting a perfect drink off. All these things could win matches on their own. Now I feel like a spare wheel that doesn't impact the outcome of a match in any way whatsoever.

#4438259 A Cry for Help

Posted Lloix on 19 June 2015 - 06:28 PM

GL lfg is dog.

#4432856 Resto 3's Disscussion

Posted Rodal on 08 June 2015 - 12:33 PM


I wasn't able to play too much in the last weeks so hopefully someone more 'updated' will chime in. Till then:

Cloudburst: Generally it's ideal to rotate it with healing stream on CD but it's not always possible. If you are free to cast and you are facing single target dmg comps I'd say prioritize hard cast heals. Although if the situation is not so dangerous you can cloudburst first and charge it up ofc. If healing stream is ready you can usually go for it and let your cloudburst blow up since HS is still a big part of our healing and needed as much as possible. Your example situation: I'd try to heal up my teammate with hard cast heals faking with instants: earth shield, unleash and if they don't go for kick then get the doubled riptide on my mate and drop healing stream. If you manage to heal him up with healing surges then wait for the enemy cc chain and drop a HS in a safe spot before the cc chain begins.

Composition: PHS, Jungle and WLS are considered viable rsham comps atm, in this order. Ofc you can witness people playing rsham kitty, rls and etc. at higher ratings but that's more about the players itself rather than the comp. Enemy-wise: ww/dk is truly hard, similar to last season tsg/kitties. Keep your trinket+link for breath of sindragosa and command your teammates to be that a 3-men link. Usually you will still need peels during the full strangulate. Hopefully you are playing dwarf so on their next full stun dr/strangulate you can sit the stuns and then stoneform the strangulate, potentially 2nd link. Watch their cooldowns: breath/gargoyle/monk pops/on use trinkets. TSGs are not an issue anymore and kitties are rarely played. Playstyle: depends on your comp. If you are playing with a ret, the double bop on you can help to be a bit more offensive against melee teams, but usually you are still on the defensive side I'd say.

Gearing: some players tend to go for versatility. That will place you with 8-9% versa and 63-65% mastery. If you go mastery: 5-6% versa and 72-73% mastery. In my opinion having versatility will help you more in stuns and facing train the blues playstyles. And tbh that's what rshamans need in the current meta. Plus the way mastery works: you will only get this ~ +10% healing when your heal target is at 1% till then it's a linear increase (according to some googled articles) so I think it's safe to say that +3-4% versa healing is usually equals to the amount of + mastery you get out of situations. And on top of that you can get the dmg reduction on yourself. This is highly subejctive though. One more thing: spirit cloak/rings and trinkets. You can try these vs WLS and some other comps to see for yourself. Plus don't forget the potential stamina trinkets (against rmp/rmd or thug) Crit: it is nerfed to 150% in pvp, ancestral awakening (our+30%) has been removed on the other hand resurgence (crit = mana back) is now active even while you have earth shield. But it's not enough healing output anymore compared to mastery/versa.


#4411893 Rewarding bad game play.

Posted Voksen on 19 April 2015 - 06:51 AM

Its less of a reward for bad gameplay, and more of an apology for bad game design.

Edit, with explanation:  
10/10 would prefer rewarding successful jukes, but thats harder to implement and unlikely to happen.  This at least shifts some skill/onus to the interrupters, forcing more strategic depth when there are consequences to blatantly mindless spam.  Since the game is (still) quite full of spam interrupts and misc. cheese, it feels like an apology, correction, and offset to generate some counterplay.


Posted Capstone on 18 April 2015 - 11:31 AM

View PostHiddenstalke, on 17 April 2015 - 07:37 PM, said:

There's been plenty of vids where mages put only 2-3 spells (pet nova,deep/lance/CoC pmuch)
oh ya link me the vids of these people who only bound cone of cold

only a fucking hunter


Posted Lirox on 16 April 2015 - 07:54 PM

inb4 wow to consoles

#4409048 Which interface do you use?

Posted Vengeful95 on 13 April 2015 - 09:40 AM

View Postsuperplowxzz, on 12 April 2015 - 08:51 PM, said:

kinda standard Posted Image
Yes, who needs healthbars anyways. This is a great idea for all new warriors!

#4403254 Four Years of Tears

Posted Zarthog on 21 March 2015 - 03:58 PM

Sup boys,

I’m Babbi and I fucking love this game. Well, at least I used to.

The main question is: WHAT HAS CHANGED? What events have turned WoW into the game as we know it today?

In order to solve a problem, one must first analyze it. I will do so in small steps, and ultimately draw a conclusion.

S8 will be used as indirect paragon as I have always felt like that’s where the game had a philosophy shift, and as a consequence  started becoming uni-dimensionally dull.

Without any further ado, let’s head into it.

1.  Offensive cooldowns and on use trinkets.

The gameplay has shifted from requiring clever positioning and control towards either having or not having the right CDs at the right moment. It’s like everybody is a goddamn BM hunter nowadays. The difference in damage between having CDs up or not is absurd.

2.  Defensive Cooldowns

With the introduction of offensive cooldowns there was the obvious need for defensives to survive the damage spikes.

This turned fragile and elegant classes which revolved around positioning and control like mage and rogue into fucking tanks.

For example, look at mages in WoD. Mages can just stand in the middle of the arena carelessly, the problem is not poly having no cd as many people suggest, the problem is that they are not punishable for standing in the middle of the fucking arena spamming cc. If you ever get close to killing him, blink + blazing speed or Ice Block guarantee safety.
Same if you are a druid with displacer up. It doesn't matter if you stay in the middle of the arena, you know you are safe and your bad positioning can’t easily be punished.

Heavy CC reliant classes and healers should think twice before going in the open, mistakes and bad positioning SHOULD ALWAYS be punished, and more importantly, punishable.

3.  Homogenization

They tried to balance the game by making every class the same, they gave every melee an interrupt, they gave every healer dispel, they gave stuns to everybody (asphyx, fist of justice and stormbolt are pretty much the same ability with a different name).
They took the uniqueness out of every class, shamans no longer had BL, warriors no longer had to stance dance, mages are not elegant glass cannons anymore but fucking steel bazookas.
This might make the game more balanced, but it also makes it incredibly boring.

4. DRs

Not quite sure why blizz decided to put fear and cyclone on the same DR and leave poly as it is, either do both or don't do it at all.
I feel like there should be different solutions and this was just a failed experiment.
One way to address the DR issue would be to remove cross DRs altogether (so CCs only DR with the exact same type of CC. e.g. Fear still DRs with Intimidating Shout), but reduce the duration of every CC to 5 or 6 seconds. This way, coordination of CCs is rewarded by allowing CC chains to be much more effective, and most class combos remain viable.

5. Endless mana pools

What do you guys think about this? Should everybody have infinite resources or mana management adds depth to the game?
It’s only going to get worse as the expansion continues, as healers get more and more Spirit, while mana costs stay the same.

6. Dampening

Wod meta needs it, but should the game need it?

Maybe rather than reducing healing it should improve mana cost of healing spells? Not quite sure how I feel about it, looking for some constructive answers here.

I feel like those were the most important failed experiments. Now, what were the steps taken in the right direction?

1.  50% healing reduce gone to 25%

Still unsure if I like or dislike the change. It was probably for the best; 50% felt overwhelming and 25/30% is where it should be.

2.  Legendaries/PvE tems in PvP

It took them around 8 years of tears to take some steps towards the right direction, it is definitely better today than it was in the past, but the problem is still not completely solved.

3. Removal of titles from 5v5

I have always seen it as an irrelevant bracket, people either cheated or played to get their friends titles. Not going to miss it, thanks blizz.

4.  Removal of Bloodlust from arena

To be discussed, was it healthy? Definitely removed depth from the game but it's probably gone for the best.

5.  Cosmetic rewards

This is more important for pvp representation than most people think.

If you were to be a reasonably new player at around 2/2.2k what incentives did you get, for example in Cata? You knew you were not getting glad so why bother trying to climb?

Different rewards and goals such as 2400 pvp enchant and 2600 tabard are VERY important, as they give many players a reason to enjoy the game and push their limits.

I will overlook the fact that the post-s8 tabards look like shit and take it as a serious step in the right direction.

Now, complaining about all this is fine and dandy, but that doesn’t get us anywhere, does it?
So, what CAN we do? In order to make the game more enjoyable, A LOT of rebalancing would have to happen. However, it boils down down to two simple steps in reality:

  • Hire top PvP players to balance the PvP section of the game. I’m sure there are plenty of players out there who would do it for free, but even if they were to get paid it would be worth it for the game’s health.

We know some players consult Blizzard when it comes to PvP, but the problem is just that - they merely consult. The idea is that a group of top level players should be in charge of the PvP section, even if it’s just for Arena. If Blizzard wants to go their own way still, and implement more Ashran-like abominations, by all means let them, as long as top players get to dictate or at the very least cooperate with  Arena balance.

  • Separate PvE and PvP abilities. Blizzard has tried for 10 years to ignore this, but they have slowly started to realize it can’t be ignored. Once this point is accepted, we can finally start talking balance in a serious matter. Execute is too good? Only make it usable on 10% hp players. Rogues deal too much damage? Make red buff only 30% against players. (Note how these might or might not be necessary right now, they are just examples.)

I hear some of you ask: why do you still play the game, and why don’t you play on AT if you think S8 was so much better?

Despite its flaws, S8 PvP was as close as WoW PvP has ever gotten to perfect. No, it most certainly wasn’t perfectly balanced, but it’s hard to deny S8 gameplay was FUN. High pace gameplay alongside easy-to-learn-hard-to-master classes made it the most enjoyable season we have seen so far.

However, it is healthy for WoW to move on. The ever-changing gameplay is one of WoW’s most important aspects. I believe that, with effort from both the community’s side and from Blizzard, we can turn this game’s PvP into a healthy and enjoyable state again.

A little bit about me:

I played on and off almost every season and got my Glad title in S10. Even though I like to think my opinion is worth something, I am fully aware some of you have achieved much more in this game. I look forward to hearing your constructive criticism, should you have any.

I am always eager to discuss. Feel free to private message me or hit me up in game. Hell, you can even watch me suck and complain at http://www.twitch.tv/babbidibubbi on an extremely casual schedule.

Thank you for reading.