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Member Since 08 Aug 2008
Offline Last Active Mar 01 2016 10:37 PM

#4557600 Legion Rogue Preview

Posted by Malladon on 27 December 2015 - 11:36 PM

Shadowstep back for sub according to mmo-champion along with some other changes:


  • Prey on the Weak Assassination, Subtlety: Enemies disabled with your Kidney Shot, Cheap Shot, Gouge, Sap or Sap take 10% increased damage from all sources. Outlaw: Enemies disabled with your Gouge, or Blind take 10% increased damage from all sources. Rogue - Level 75 Talent.
PvP Talents
  • Shiv (NYI) (New) Stabs the target with your off-hand, causing (10% of weapon damage) Nature damage, and applies a deadly neurotoxin. The neurotoxin causes any ability used to incur a 3 sec cooldown on that ability. Assassination Rogue - Tier 4 PvP Talent. Melee range. Instant. 45 sec cooldown.
Assassination & Subtlety
  • Shadowstep Step through the shadows to appear behind your target and gain 70% movement speed for 2 sec. Rogue - Assassination Subtlety Spec. 25 yd range. Instant.
  • Nightblade (Assassination) Finishing move that infects the target with shadowy energy, dealing Shadow damage over time and reducing movement speed by 50%.causing attacks against the target to reduce movement speed by 50% for 8 sec.
  • Nightblade (Outlaw, Subtlety) Finishing move that infects the target with shadowy energy, dealing Shadow damage over time and reducing movement speed by 50%.causing attacks against the target to reduce movement speed by 50% for 8 sec.
  • Shadow Dance Your finishing moves have a 20% chance per combo point to activate Stealth. For 3 sec, this Stealth Shadow Dance for 3 sec. Shadow Dance allows access to all Stealth-based abilities, but will not break when you autoattack or take damage. When this effect occurs, a Shadow Decoy will appear nearby, confusing your enemies. Rogue - Subtlety Spec. Rogue - Subtlety Spec.

Shadowstep being in the mix is wonderful

I love shadowdance right now but I'll say this---having it as a passive makes things feel much more like in TBC/Wrath where every kidney shot mattered. Rather than "we're going to burst every one minute, get your shit ready", every Kidney Shot can be a real kill opportunity.

If that design philosophy is followed everywhere regarding PVP, and maybe now the new cooldown mechanic for sub will be the return of shadow blades... I think that's actually a really good thing. I miss kills happening mid game because of good... idk mix-up play? There used to be something said for being able to do damage when your cooldowns WEREN'T up, this implementation of shadow dance supports that. I'm curious, at least
  • 3

#4544382 Scripted PvP

Posted by Malladon on 25 November 2015 - 05:08 AM

Great post moran.

Should've linked the video from WOTLK where Mike is losing to Xmo tho.

you goddamn br

edit: also good post mr. moran (or shutup moran, not sure which)

lolflay's point about something that "works for you and your team" hits home. I remember S7/8 the different styles between 4-5 RMPs that were up on ladder, I remember our Rogue/Enh/Rdruid team having different strats and different targets depending on whose RMP we were playing against because they could play the same comp that differently (even with same spec!).
  • 2

#4518699 Ban advertisements of boosting sites?

Posted by Malladon on 11 October 2015 - 02:23 PM

On the other hand, coaching is legal due to Blizzard. Also Boost without account sharing is legal as well. So what do you think about it? They ruin the game as well, right? I used to do it and people were getting achievements as well (of course it's harder to carry noob to gladiator range without account sharing, but still). What about it? It's not against ToS.

You're misdirecting the argument. In both of your examples the other guy/customer/noob/client/baddie, whatever you guys call them, that guy is involved, he's PLAYING. It's not 1 person playing 'n' accounts, it's 2 toons, 2 people. At various points in this game there have been comps and classes that have had an easier time in this role, which is more of a problem with game balance than carrying.

The point is you're INVOLVING someone else, they have to actually play and do something. In the long haul, if you're attempting to abuse the easiest comp/class to carry just for cash, and trying to get through the games as quick as possible without the dude you're carrying hit more than an execute button--- then yea I would say it's not the best thing for the game. But carrying/coaching someone involves them getting better in most cases, which if anything is healthier for the game by a long shot rather than a boost/pilot.


Just because I feel this is worth expanding on.

Pilot is the least involved someone can be in their toon's progression. It's a completely passive experience. Swipe your card, get a title/mount.

Carry is next on the list, which can range from somewhat passive if the comp/class just has it easy that season and you're getting carried by the right people, to a legitimate learning experience... maybe you had it easy with great players who covered your ass, and maybe in some cases you actually had to learn to fill gaps in parts of your play. You didn't do it "on your own" but you actively progressed as a player.

Coaching is the next one down, and is someone actively investing in JUST becoming better.

The long and short is, the more involved the person paying you is with what actually happens in the game, the better it is for our community because it's making THEM better. It's adding to the population of good players, and not for nothing it's giving people a positive reason to be involved in arena.
  • 2

#4518624 Ban advertisements of boosting sites?

Posted by Malladon on 11 October 2015 - 01:27 PM

Quick thoughts on this whole mess. I haven't done boosts since early cata, which, when you're in college between skill capped vids and boosts, it was decent money to get through semesters (and beat the shit out of doing other stuff for money). By mid S8 even I stopped asking for money just because I wanted to play with people on a certain server (the game was actually that fun back then </3). And I can totally understand why someone would risk their account in those shoes given how not-strict blizzard was about it, and the potential you had to line your pockets. I never did anything aside from a few glad boosts and helped a few guys with when they couldn't play the rogue, but the truth is that when this all started to become a big thing is when we really had a hand in hurting the game/community in general.

Let me elaborate a bit... boosts have been around forever, we all know that. It didn't really become a huge thing until the end of wrath and then it totally ballooned out in cataclysm. The issue with boosting (for all you guys that have your head up in the clouds about how amazing you are) is that the majority of the arena population will never be as good as you. This isn't the spread from 2800 down to 1500, I'm talking about 2800 down to 2400, the peak of the ladder to the bottom edge of gladiator dipping into duelist territory.

This has been the truth even back when you could go into trade chat and in 15 minutes find 2 guys who could and would play a 20-30 game session at 2400+ just because it was fun. You know, that spooky era before Real ID when we actually found other people in WoW just by talking to them *perish the thought*. You used to be able to do that because before Real ID the WoW community was much more open to just playing with whoever (when's the last time you took your main and just LFG'd some people for 3s? that's basically the equivalent of trade chat partners these days). On top of that, there are legitimately A LOT LESS people playing the game now. With arena already being a small sliver of the population playing the game, when the game itself shrinks, our population and the community takes a more noticeable hit. Even though we nominally lost less people than the PVE, Solo Dungeon/Question crowds, we had a lot less to start with, and it pushes our community below a threshold that maybe you would consider... active/thriving.

So while in the past boosting wasn't as huge of a deal because we all sort of vanished into the general population (not to mention the fact there was this huge buffer of gladiator/duelist ranked teams playing for the most part below you guys), this isn't the case anymore.

In shorter terms, there are a greater number of boosters active in the arena community now more than ever, and there are less people in the community now more than ever. The result is that boosted teams and toons take up a much larger percentage of the ladder. So to guys who consistently hit glad anyway, don't care about hitting glad, or are part of the of the R1 crew doing the boosts... to most of us it's just life as normal.

The people who we, by boosting, are FUCKING over, are those guys who used to fill that middle crowd, the duelist/gladiator border. Because let's face it, a community of the top .1% spread out over the top 3 ranks in the game (R1/glad/duelist) is a shit ton smaller, and a shit ton less fun than the top 3% of the community constantly fighting it out for a slot. The one thing that I really can't see being argued is that this game is so much more fun when it's hype, and there's no way to get that hype if you're giving the majority of the playerbase that much of a reason to not bother at all.

I could see countering this argument with saying, Well that's the best practice they're gonna get, and it'll help them improve, and for me that would be such a fun game to play against a R1 guy.

I agree to some extent, and when I was still one of the guys trying to break through to glad, I did enjoy playing against boosted teams because holy shit the games were great and they pushed me to be better. I liked playing against the main team so much more though. You know why? When I played against a boosted team I had all the intensity of a top tier match and reason to play my best, but I had the fucking stakes of a -24 because they were starting as some fresh 2k mmr shit. I'm a shitty enough player at the time, I don't need more pressure for me to make a mistake when I'm probably getting read and outpaced on every play already.

It wasn't as big of a deal for me also because I was in high school/college at that time, spending 4-5 hours q'ng arena wasn't a huge deal to me, and getting a good session in when the booster stopped playing was a pretty reasonable idea. For the rest of the world? Even me now that I'm into that horrible RL thing? I'm lucky if I get that much time to q in a week these days, between coordinating with partners, all our schedules lining up, etc. If I'm an on the edge player, and I've gotta risk 3-4 -20's every time I FINALLY get to log in and q up, it's gonna get fucking discouraging.

When I play against the main team the pressure is on them to not make a mistake. They actually had something to lose if they didn't pay attention to me. That not only levelled the playing fields, but also made it fun. On the flipside of that, I totally hated dropping 20 points to some 2400 shitter beastcleave because they targetted my squishy. GGWP

But the problem is those 2400 "shitters" are the majority of the "good" portion of the ladder in the grand scheme of things. The guys who are into the game, watch the streams, get into arena, and want to get better. Like it or not these guys are a big part of what keep the game alive. And personally I love nothing more than playing with guys who have potential, and who actually get into it. If you're discouraging these people from playing, you're encouraging our already shrinking community to shrink even moreso.

Which hey, you have every right to do, it's easy enough for me to stand on some moral high ground now that I have no reason to boost. Even back then I enjoyed making SC videos, doing 1 on 1 training with guys or even doing old school carries more than the boosts (too much paranoia, made it a lot less fun). But the truth is that if there's going to be any semblance of this game taken seriously, and if it's going to have any chance of being a thriving... scratch thriving, halfway enjoyable community as this game makes its inevitable decline, boosting has got to go.

And I would be 100% behind Blizzard taking a strict stance on boosting.
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#4448402 What's a FUN change that Blizzard could do in next expansion that'd m...

Posted by Malladon on 06 July 2015 - 10:53 PM

Make sub's damage not based on a clunky multistrike DoT mechanica that's inherently nerfed in PvP and instead let Hemo/Backstab/Ambush do real damage...

Use resilience as part of gear again (Reduce % Dmg, Reduce % Change to be crit) rather than wacky item level scaling trickery

Remove dampening from the game and bring back 5SR for casters

Oh, make mana matter for healers (and nonhealers!)

Hybrid healing more of a damped version of what the healing spec provides (not this ridiculous you have 1 healing spell that depending on your cooldowns and procs can probably heal for a lot)

De-homogenize as others have mentioned. Rework hybrid kicks in pvp.... keep them as needed for pve but rework similar to lolflays suggestions

Remove FoK AoE CP generation (it's fun, but clunky and promotes bad gameplay), tweak Honor Among Thieves to allow for more fluid CP generation

Deadly Throw Interrupt for Sub only, Interrupt is X Seconds per combo point, 12 second cooldown

Less gap closers & gap breaks for everybody

Remove the DR groupings.... Clone/Fear should be separated, Horror & Coil should be Separate from Poly (Blind sharing with fear seemed okay though)

Balance the game around 2v2 and 3v3

I like whoever said the Talent Tree idea.... hybrid specs were the best thing ever (S6 0/34/27 never forget, or fiddling with different Sub builds and where you spent points in Combat/Assassination). Game has so much less flavor alone now because of this.

Ad Nauseum---- Nerf major cooldowns by like 30-50%, adjust healing accordingly so that people can die without using them

Make major cooldowns slightly shorter in overall duration, maybe just for PvP (i.e. Vendetta buff for... 10 seconds? Feral buff for 15 seconds?) Idk, less potent overall, up more often, more opportunities for interesting play rather than OMG WE DO DAMAGE HAHAHAHA

edit: I forgot, remove multi-trinkets from classes (monks dks most notoriously). As much as I hate enrage on my warlock/SP, it's a MUCH more solid design that everyone gets a universal trinket + a partial cc break (e.g. only certain classes). This whole thing where some classes have 2+ cc breaks is shenanigans
  • 5

#4415481 Can anticipation compete with MfD?

Posted by Malladon on 27 April 2015 - 01:28 AM

I have to disagree. Sub's most advantage comes from being able to throw out immense cc, fast swaps, and off-stuns, like Shadowstep-Kidney. On top of these, you need to maintain SnD and Rupture. This means many many CPs and MFD is in short a free 5 cp every minute. Anticipation simply cannot compete with MFD in current Sub-meta play. Maybe Mutilate if it would have more energy regen (or not tied to Rupture).

Using Anticipation vs. MfD would not change your usual rotation almost at all. If anything anticipation would be more beneficial for keeping up things like rupture & SnD than MFD (have hemo bleed on a target? get a full cc chain put on you? well you come out with 10 CPs->Full rupture & SnD as soon as you reconnect even if your teammates are auto walking at a pillar).

My argument is the benefit Anticipation could offer when you're bursting BECAUSE it allows for overflow (no wasted CP generation) during dance & vanish/restealths. Which could mean more eviscerates for less energy in the same timespan, whcih means more damage.

Speaking first to the non-burst control & cc rotation--- The thing is your major cc there (kidney) is tied to a medium sized cooldown, and yes as sub 90% of the time kidney is a cc and not a kill target stun. And not for nothing, against most matchups you can get 5CP in 2 globals... in fact without using MFD I don't have much trouble keeping Rupture up on 2 targets along with SnD as sub.. it's really like I consider combo points to be an overabundant resource, the killer is energy when I need it for burst.

Let me put it differently. The way sub is geared right now, Eviscerate is where the damage is. In the general flow of a game, maintaining enough CPs for 1 Rupture target, SnD, and 5 pt Kidneys on cooldown is really no big thing (barring getting outplayed by mage/druid cc). The problem (and this is why MFD is so nice) is having all those infinite combo points in a finite time span (Whenever Find Weakness is up).

So, MfD fits the bill pretty nicely, every minute you get a pretty hefty chunk of free burst. But how many times have you Shadowdanced on someone, been at a point where you have 4 combo points, and now you choose between Ambush->5 point Eviscerating (probably 2 CPs will vanish and never be seen again) or 4 pt Evisc for less damage, and then double tap ambush for a 5 pointer.

As Anticipation this problem completely evaporates. And that is why I think it's worth looking into. The argument that MFD works better for sub because of keeping up Rupture/SnD is a really poor one, simply because if that's how you use MFD, you're doing it wrong. And even if you did, it's actually worse.

The MFD benefit is when you go from 1 burst rotation directly into another... say real example you were riding a Warlock against WLS and force Spirit Link & Trinket from shaman when you danced on the lock and dumped all your damage... then you wanted to swap into the now low health shaman with a vanish. If you were planning this all along, you probably still have MFD banked, and it's a guaranteed 5 combo points, whereas Anticipation relies heavily on the flow of the game (and maybe taking advantage of it for both swaps here would require an extra FoK global, which could be enough time to lose momentum if it should have been used for a Stun/Silence). But really, you would have only had those definite 5 CPs for one of these swaps, not both as MFD (but you get to choose which, and that's the big difference). Anticipation you're almost always going to have it for the first one, SOMETIMES you won't for the second.

And that again is why I think it's worth testing.

*edit okay it's a pretend real example, if it were a real example you would use the first burst opportunity on the shaman cuz you're training him, and then you would vanish back onto the shaman and kill him through DRs after link anyway
  • 1

#4384768 The most successful arena expansion

Posted by Malladon on 10 February 2015 - 02:53 AM

rogues definitely weren't a thing without adequate arpen gear from icc as well. none of that shit was glad viable for the average person.

I have a bone to pick with that statement. I and several others hit glad ratings as multiple comps with nowhere NEAR what litre was running around with at the time. I think 90% of my rogue's actual ARP came from gemming pvp gear
  • 1

#4383270 The most successful arena expansion

Posted by Malladon on 07 February 2015 - 04:18 PM

Aside from the Season 8 Nightfall trade-palooza (if you still browse this forum, I'm looking at you Kyle), and whatever that god awful mage's name was who first made MMR exploiting a real thing, Wrath & S8 was the most fun I've ever had in the game, and probably the first time I felt like I went from playing a solid rogue to against some top tier players

Since then of course I'm washed up like a fish after low tide, but it was fun times back then. Played literally EVERYTHING, RMP, RLD, RLS, Rogue/Enhance/Rdruid, even destro RLPriest was fun as fuck, shout out to those dudes that made RMS work, RPD... literally everything was so much fun to play.

Even after the Blizzard AT ended, when they left it up for so long, it was active FOREVER... moreso than live ladders because people just wanted to keep playing. And the game itself never had more hype than that. #2 for me is cata because the playerbase really kept it alive with player run tourneys (dat mugemz guy), and everything prior to S11 was fun in spite of the MMR cheats along with Blizzard not making any good choices to help it.
  • 1

#3923101 Fuck off, wizard cleave and Blizzard

Posted by Malladon on 05 August 2013 - 10:31 PM

You cant assume those cooldowns are up though. Theoretically, you can save clone for every deep freeze, but playing like that warrants a long game that you will eventually lose, since you are putting out no pressure with offensive CC, and playing as double melee.. You shouldnt have to save CC just to counter the big mage nuke every 45 seconds. If they were playing with a class that has more realistic support (like shadow priest) it would be a lot easier to support zilea, as there is no way pikaboo is going to walk over to the mage and gouge him before he gets the 2 global cooldowns off that is Pyroblast heating up Pyroblast (potentially pom pyroblast). I agree they can stop the warlock from doing anything, but the mage alone has the potential to solo anyone on the team if defensive cooldowns are on cooldown.

In wrath, the game came to a point where you were rewarded for stopping people from executing pretty fast, albeit orchestrated and predictable setups. Let me explain-

A fire mage basically exists in two states, either Holy-Shit-OneShotting-Someone, or not. When he's not, he's usually spamming random globals doing anything but real damage or heavy pressure. When he is, pyro's are flying across the screen already and it's too late. The difference between a good player and a great player is catching a mage when he's in the middle of transitioning from running around doing nothing, to holy shit one shot mode. For a fire mage, that transition starts with shielding and ends with casting frostjaw.

After that, it's boom-boom. In the case of the video, neither melee are in cc while both casters congregate around the pally like there's about to be a lynching. This is usually a good indicator that someone is about to get merked, and that you may want to consider aiding this person. A good healer will also usually say, Help me, I'm about to get merked- at this point the microphone will still be on his/her face. Is it a lot of time? No, and is it gimmicky that fire can do this? Yes- not for nothing but fire has always been that way since BC (pom pyro anyone?). That doesn't mean you can't stop it, and the reward- considering how much insaaaane damage fire puts out when a target isn't frozen, is well worth the discipline to stop it.

I'm not going to sit here and list the number of interrupts that could have been used in that ONE anecdotal instance of the video, but I will say this. No, it isn't fair to assume THOSE cooldowns will be up EVERY deep freeze to stop a burst attempt from a good team (where you need to use some cc to gain pressure). But it is fair to assume that a good team would coordinate to have SOME cooldown, even as minor as gouge, to peel a fire mage burst setup.

edit: Stating this just to be clear that I am not in favor of the silly burst fire can dish out, but I do think it's reasonable to expect players to be able to adapt to repeat scenarios
  • 5

#3919348 So how about them ele shams

Posted by Malladon on 28 July 2013 - 04:42 PM

Taking a look at the bigger picture, I think it's pretty clear that something is horribly wrong when people are ready to come to blows over whose class is the most retarded. For one, absurd damage & unavoidable cc; the other, potentially unavoidable death at any moment during the game.

Maybe you should both just lie down and get beat over the head by the nerfbat.
  • 4

#3889451 Rogues are boring now.

Posted by Malladon on 20 May 2013 - 10:52 PM

Season 8 was without a doubt the most fun I've ever had playing this game. Rogue/Enh/Rdruid, Dancing with the Stars, RMP, RLS/D, RPS/D all glad viable comps (among numerous others, basically every rogue/lock/healer and afflic or destro and sub or mutilate). Dance had so many ways you could play the game and GOUGE.
  • 6

#3885939 Cloak and Dagger no longer works during Shadow Dance

Posted by Malladon on 09 May 2013 - 11:58 PM

damnit ayume, you come in here with that red skulls crap and it's gonna be like my dissertation never happened
  • 1

#3885931 Cloak and Dagger no longer works during Shadow Dance

Posted by Malladon on 09 May 2013 - 11:36 PM

Agree with the sound part, but let's not continue the trend of exaggerating in here. Subterfuge certainly isn't OP, it never was. Subterfuge in combination with C&D is really strong, but also has its drawbacks. It's not "broken", it's just very strong, like a lot of other stuff in this game.

You could argue that subterfuge/C&D is annoying, promotes a bad playstyle, makes the game worse etc - but you really can't argue that it's even in the top10 of OP stuff in the game currently.

I think some of the worst things that have ever been in the game, though not as OP as other things that existed in the same time frame, are what make the game the most un-enjoyable. Long standing instant hunter cc is a great example. and in the past I think prot warriors were another great example in late wrath, after they stopped one shotting people for the point I'm making here.

Having to watch your teammate die, while YOU are not cc'd, or have avoided cc, but have no reliable way to peel the rogue because the restealth made him invisible for his first 3-4 abilities is RIDICULOUSLY frustrating and horribly gamebreaking. I think the suggestion most people are on board with is the "you can keep using stealthed stuff but are now visible" is the best change that keeps the spirit of the talent alive but makes it functional for the current state of the game.

Also, (on mobility) I think that with the C&D change, shadowstep should be usable while rooted & burst of speed should be more of like short duration (5-8 second) sprint (bonus speed of maybe even like 30-40%) & freedom with a ~25 second cooldown (no energy cost)--- that's probably a bit much looking at it again, but its current state is horrid, this talent in theory, or at least the idea of it, could make combat a real spec with other damage changes, similar to how big Improved Sprint was in the past for certain specs (HARP!).

On damage, make find weakness a constant passive 30% ArP--- evisc/mastery may need changing as well but I -THINK- with the inherent damage nerfs for everyone next patch eviscerate will probably be in a good place so long as there's no more 75% ArP in the game. Maybe as a change you could make Master of Sub proc from Dance as well (to appease the PvE world for adding some kind of benefit analogous to what right now is chaining FW as much as possible on a boss).

I think with those changes rogues will be in a good place, Mark for Death will still have it's current role as (imo) basically what Cold Blood used to be for rogues, but it won't be 1-shot city with the RNG gods because of damage changes. Shuriken Toss might need reworking from current patch notes to be a competitor with it (maybe in the middle energy cost of what it is now and what it is on PTR? idk). Cheers

edit--- I feel like I need to justify the FW change a bit more, as much as I think it makes perfect sense;

The current way FW functions is bad for the game, and promotes, as many people have pointed out, the huge spikes/bursts in damage potential brought on by the 1 & 3 minute cooldowns. I guess using (guesstimated) damage potential within a Kidney shot it basically breaks down with full procs and everything and FW, you could overkill someone's health from 100-0 by about 150k with the RNG gods behind you- that said you will almost definitely force a cooldown or some last stand/nature's guardian ability on any dance so long as there's some form of cross CC (a blanket silence from a support dps will do). Without find weakness? Even with every special critting you're looking at probably 40% of someone's health--- imo that's being very generous for a normal kidney shot.

I think by giving a relatively low passive ArP level to rogues you solve this problem entirely- feel free to theory craft why it should be 10/20/30/40% passive, but in principle it makes rogues have the potential to provide consistent pressure and rewards you for being on your target. That said, restealths will always be powerful for sub and this doesn't change that at all, but now it's not a chance for someone to get 2-shot by a Evisc/Mark Combo because a stupid PvE trinket proc'd. Also, now dance can be a defensive tool AS well as offensive depending on the situation and it doesn't mean you're a wet noodle (totally) for the next minute. Another important note is that, defensive dance will not NEARLY be what it is currently after the patch with Ping Pong mode engaged- so rogues won't essentially become a peeling monolith with crazy sustained damage too, which is a really really good thing. Dance should be powerful both sides of the field, but it shouldn't be a "am I going to go for a kill or save the day this time around" choice- it should be more gray, "we could probably get a kill if i dance here, but if my shaman's tapped on cds, may not be able to peel the mage's next swap without a garrote" etc. etc. /insert theorycraft example.
  • 4

#3833300 Rogue changes 5.2

Posted by Malladon on 10 January 2013 - 05:59 AM

Double cloak makes me think otherwise. Playing against cleave 2x CloS Glyph, Cheat Death, CR, 2 Evasions, 2 Vanishes and shadowstep is pretty uhm, well it's enough. Just because we'll have to hit more than just recuperate doesn't mean we won't be really really dumb.

I think glass cannon is a good thing, right about to the point where rogues are right now.

And oh, they shoudl change subterfuge so that when you open you can still use stealth moves but that you can be SEEN. Unpeelable openers/cheap shot spam is stupid in principle, and this will become a lot more obvious when rogues populate the ladders a bit more.
  • 1

#3817493 Need Confirmation & Additional Numbers- 40% baseline resilience doesn...

Posted by Malladon on 08 December 2012 - 07:57 PM

PvP power does negate Resilience, but not on a 1:1 basis. i.e. 50% resilience doesn't "cancel out" 50% pvp power to 0. It's Damage*Resilience*(1+Pvp Power) in %'s so 100*.5*1.5=75 Damage
  • 2