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Lolflay

Member Since 13 Nov 2007
Offline Last Active Today, 12:05 PM
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#4169227 World of Wallcraft

Posted Elorxo on 13 July 2014 - 10:27 PM

View PostDizzeeyo, on 13 July 2014 - 10:21 PM, said:

is that why every time you stream as ele, all you hear is "guys come back, pillar guys, lets wait for dampening, dont go in guys"? :)

don't forget the gladiator lossa screaming out cool downs every 0.5 seconds with every mode enabled allowing him to know what to do without using the human brain very much

and everyone plays at pillars cos LSD exists
that or you play with a priest or paladin healer


#4167793 Kettu 6

Posted Kettu on 12 July 2014 - 01:13 PM




#4156403 In-game NPCs named after PvPers

Posted Kettu on 26 June 2014 - 10:02 PM

Posted Image


#3899636 Arena Pass Realm

Posted Marshmellow on 14 June 2013 - 04:52 AM

View PostVirent, on 14 June 2013 - 04:07 AM, said:

In the future? Where does that fall on this time table?

http://www.wowpedia.org/Soon

Do I look like fucking Nostradamus?


#2849628 BRD hotfix

Posted Grazzk on 27 November 2010 - 04:19 AM

Still working as of 11:20est...


#2708477 Game breaking bug: Something wrong with casts

Posted Xjum on 13 October 2010 - 02:21 PM

what a shitty fucking company
apparently it's "okay" to release shit just because they'll eventually fix it.
the standards just get lower and lower

do people really think they're getting their money's worth paying to play a beta for the next 2 months?


#2629802 Suggestions by Woundman (Final)

Posted Woundman on 19 September 2010 - 12:02 PM

  • Who & Friends list:

Only allow a player to see another player's location by having each other on their friends list.


Why: The Who & Friends list allows anyone to see a players location. Seeing a players location negatively effects arena because it promotes the term "selective queuing". Selective queuing is choosing who you play against. Selective queuing is also known as "dodging" and "sniping". Dodging and sniping a team is simple, especially at high ratings. In order to dodge a team, you need to have a character on their realm. When they enter an arena game, you log off their realm and queue. Sniping a team is the exact opposite. You wait for the team to leave an arena game and then queue. There is absolutely nothing competitive about selective queuing and it's unfair by any standard or measure. A player should only be allowed to see another players location if they have each other on their friends list.



  • Snare & Movement Speed Increase Mechanic:

Make movement speed increases more effective against snares.


Why: Movement speed increases are rendered almost useless against snares.


Examples:

(Walking)

(Sprinting)

(Walking w/ Crippling applied)

(Sprinting w/ Crippling applied)

(Fleet Footed + Glyph of Sprint vs. Hamstring)

(No Fleet Footed + No Glyph of Sprint vs. Hamstring)



  • Crowd Control Movement:

Remove the movement from Sheep, Blind and Fear.


Why: The movement from Sheep, Blind and Fear can cause you to disconnect on moving objects, delay PvP trinketing and add randomness to the game.


Examples:

(Fear)

(Polymorph)

(Blind)

(Polymorph + PvP trinket + Vanish)

(Deep Freeze)



  • Nameplates:

Increase the height of nameplates.


Why: Nameplates cover the target when zoomed out (especially Gnomes).


Examples:

(15 Yards) http://img339.images.../15yardzoom.jpg

(20 Yards) http://img39.imagesh.../20yardzoom.jpg

(25 Yards) http://img831.images.../25yardzoom.jpg

(30 Yards) http://img840.images.../30yardzoom.jpg

(35 Yards) http://img199.images.../35yardzoom.jpg

(40 Yards) http://img8.imagesha.../40yardzoom.jpg

(Nameplates Disabled) http://img837.images...tesdisabled.jpg

(Nameplates Enabled) http://img834.images...atesenabled.jpg



  • Flare:

Greatly increase the projectile speed of flare. Make flare more visual on the ground.


Why: Flare is very hard to see and misleading.


Example:

(Flare)



  • Absorb Mechanic:

Make damage absorbed count as damage taken.


Why: Fear doesn't count absorb as damage taken. This makes fear last longer than it should when taking damage.



  • Mutilate & Backstab:

Remove the dagger requirement from Mutilate and Backstab. Normalize and reduce damage of Backstab and Mutilate with weapons other than daggers (like Fan of Knives, Ambush and Hemorrhage).


Why: With Ambush, Fan of Knives and Hemorrhage now scaling with other types of weapons, I see no reason why Backstab and Mutilate should be any different. Removing the dagger requirement from Backstab and Mulilate would allow Rogues other viable specializations without having to acquire another weapon type.



  • Cloak of Shadows:

Make Cloak of Shadows protect against finished casts, Judgements, Death Grip and Blood Plague.


Why: Majority of the time a Rogue is hit through Cloak of Shadows is because casts that have projectile speed can not be resisted once the cast has finished. Rogues have no real way of protecting themselves against Judgements, Death Grip and Blood Plague.


Examples:

(Completed cast vs. CoS)

(Judgement -> CoS)

(Death Grip & Blood Plague -> CoS)



  • Damage & Debuff Dealing Passive Auras & Buffs:

Add a very short interval cool-down to damage & debuff dealing passive auras & buffs.


Why: Damage & debuff dealing passive auras & buffs affect classes more than others, thus making other classes jobs harder than others.


Examples:

(Death by Thorns)

(Death by Ret Aura)

(Death by Thorns + Ret Aura)



  • Pyro Rocket:

Allow Pyro Rocket to be resisted and deflected.


Why: Pyro Rocket penetrates Cloak of Shadows & Deterrence.


Examples:

(Pyro Rocket -> CoS)

(Pyro Rocket -> Deterrence)



  • Names:

Scale size of Names that are visible with in the game field when zoomed out.


Why: It's very hard to see Names that are visible with in the game field when zoomed out.


Examples:

(Name) http://img535.images...6541/namess.jpg

(Names) http://img545.images.../2042/names.jpg

(Nameplates Disabled) http://img837.images...tesdisabled.jpg



  • Deterrence:

Allow unavoidable melee attacks to be parried by Deterrence.


Why: Deterrence isn't a reliable defensive ability.


Example:

(Backstab vs. Deterrence) http://www.youtube.com/watch?v=jockofdLprg



  • Shadow Dance:

Make it easier to setup the Shadow Dance bar. Disable stance swapping while Shadow Dance is active or allow Stance 3 to swap back after vanishing or stealthing.


Why: The only way to setup the Shadow Dance bar is by activating the ability. Stealthing or Vanishing while Shadow Dance is active basically deactivates Shadow Dance.


Example:

(Shadow Dance + Vanish) http://www.youtube.com/watch?v=MIjVFyHEoTo



  • Auto Attack:

Reduce the volume of auto attacks.


Why: It can be very hard to hear other abilities being activated.



  • Unit Frames:

Make the Target, Player, Party and Arena Unit Frames movable.


Why: The Focus Frame is movable. Why shouldn't these frames be movable?



  • Action Bars:

Add more action bars to the user interface.


Why: Some classes are running out of action bar space.



  • Character Specific Macros:

Greatly increase the number of character specific macro slots available.


Why: A lot of people are running out of macro space. Once you run out of Character Specific macros, your only alternative is to use the General macros tab. The General macros tab shares macros with all characters on the account, which is very inconvenient.



  • GM Ticket:

Make the GM Ticket notification a minimap button (like mail).


Why: The current GM Ticket notification window interferes with the buffs & debuffs, which is very inconvenient.


Example:

http://img705.images...35/gmticket.jpg



  • Chat Spam:

Greatly reduce the amount of messages a player can send (like Warcraft 3).


Why: Spam is out of control. It's extremely hard to read trade chat without an addon.


Example:

(Spam) http://www.youtube.com/watch?v=v3ga5P41OUo



  • Combat Text:

Make the Combat Text more customizable.


Why: The Combat Text is extremely bland compared to the addons out today.



  • Unit Frame Combat Indicator:

Add a combat indicator to the target & focus frame (like the player frame).


Why: It can be hard to tell if a target is in combat or not.



  • Arena Tournament Realm:

Remove low level enchants. Give characters bottomless bags and put all useful class specific items in bags.


Why: Would make setting up a character much easier.



  • Focus & Target Arena:

Implement Focus Arena 1-5 and Target Arena 1-5 in keybindings.


Why: Would save a lot of people 6 - 10 macros, unless they're super creative. :)


(I remade this post because a lot of people misunderstood my point of view. Hopefully this clears things up.)

OP: http://forums.worldo...859117715&sid=1


#2607264 Enhance/Rogue + Priest or Druid?

Posted Eay on 12 September 2010 - 08:26 AM

Druid. You'll mostly just be peeling when you play with a priest. You'll have very limited CC with a priest aswell.

Dispells are nice, sure. But the synergy with a Druid is better.

I've played both comps and really didn't like going with priest version at all.


#2598031 [Blizzard] GC: PvP = Roleplaying

Posted Ryan on 09 September 2010 - 02:43 PM

abandon ship!


#2104226 Hunters Are Good but Are We That Good?: Reality and Perception Collide

Posted Arterian on 20 April 2010 - 02:14 PM

Granter said:

Tbh i think TBC left a huge a scar on the class, ppl where used to killing hunters with minimal efford and now when they get killed by one "no more or less then any other class" they are all like omfg hunter killed me now???

I agree man, same with Ret Pallys, Shadow Priest, Enhancement Shamans, Feral Druids.

They were all free points in TBC and now we can actually compete and people are calling us overpowered?

Reality check, you're fucking retarded if you think Hunters are anything but overpowered and even more so if you think that the only reason everyone but Hunters thinks so is because "we're used to them sucking from TBC" or that the fact that Hunters weren't good in TBC (they were,) makes it ok for them to be in the current state they are in.

If you think RMP is the only team that struggles with Hunters, you are absolutely wrong. That's like saying Shaman teams are immune to Fear because of Tremor totem. Stomp the totem, CC the healer, crit for 7k on virtually any class with a MS effect that  has 100% uptime with the exception of a 25% chance for Rogues for a maximum of 30 seconds a match.

Before Levidian comes in with his classic reasoning of "people just don't know how to fight hunters." I'm sorry. This is an easy game. It only took people a month to figure out how to beat Shadow Priest teams. Do you really think there is something about your class that we haven't figured out in the past year that we're missing? "Just LoS." By that justification, wizard cleave is completely balanced because you can just LoS them. "Stand on top of the Hunter." There is one class in the game that can do this currently, and it is DKs (if Chains isn't being dispelled.)

I could go on, but I'm not feeling well and the thought that someone actually thinks Hunters are anything close to balanced is making my head hurt.


#1983768 [Priest/Rogue] Disc/Envenom 2s - any point playing it ?

Posted Arete on 23 March 2010 - 01:07 AM

u suck man


#1871604 Ele Shaman skill cap?

Posted Blowi on 22 February 2010 - 07:59 PM

If you play like a restoration shaman when you have Astral, you are stupid? A spell like that doesn't define the skill of the class, but the playstyle.

That's why so many restoration shamans (I did it myself as well) fail in damage even though they think they do great.


#1838411 Flare durring deterrence

Posted Gynocide on 13 February 2010 - 02:09 AM

Pitiless said:

You just noticed flare during deterrence this week?  Good hunters have been doing this for quite some time...

Yeah it's annoying but I don't see anything wrong with it.

Ok ya i've noticed it before this week but til this week i didn't care...but as of late started doing lock/rogue 2s and hunters are a pain, on top of hunters just doing tons of dmg and tons of control flaring during deterrence destroys you. :(

Edit - lol at the 2 hunters down rep me? why down rep, hunters are OP everyone knows it.


#1751723 Deadly Throw Suggestion.

Posted Nemzz on 22 January 2010 - 01:45 AM

I feel that Blizzard should make a deadly throw glyph, that'd look something like this:

Major Glyph
Use: Interupts the target and locks out the school that they were casting for 3 seconds (can't remember how long it was in TBC)

The reason I feel that we need is because, there's still a lot of fake casting and yeah we do have other interupts such as garrote/gouge/kidney shot but since the resilience buff is coming into the place the game will be less ZERG which will make the interupt not as 'overpowered' as some may think in wrath.

As well as that, the change in 3.0 which made DT not proc Ruthlessness means that you cannot chain interupt it which would as mentioned/thought before be OP in WoW's state of pvp. I feel Deadly Throw is really useless and that it's use compared to tbc is so hilarious that all it is used for is a slow for when you get kited. It needs something more for a finisher that consumes your combo points imo. What do you think?

Edit: Another thing I'd like to add as well, is that we still need to sacrifice a slot for a glyph which means that we will be losing something before gaining this. There may be other threads like this but I couldn't be arsed searching for them.

The glyph right now for deadly throw is a joke, 10% slow speed for a major glyph  lol.


#1786654 Anyone sick and tired of poor shield graphic? :-(

Posted Celestials on 30 January 2010 - 05:06 PM

Trying too hard for attention :rolleyes:




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