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#4405226 [IRL] Official OT IRL Picture's

Posted Lolflay on 27 March 2015 - 02:21 PM

u alrite zae ?


#4404936 Four Years of Tears

Posted Lolflay on 26 March 2015 - 11:52 AM

View PostDjBenx, on 24 March 2015 - 09:55 AM, said:

Tbh most of the "wotlk was the best" just seems like nostalgia.

I disagree.

However, I'll be the first one to admit that I'm having more fun in WoD than I had in Cataclysm/MoP.

Cataclysm made me quit within 3 months of its release, MoP didn't hold me longer either. This time around I do raid so there's that.

Dnno, this current game would be perfect if Ferals, Ret Paladins, Hunters, Windwalkers lost their respective interrupt effects, and replace them with different thing entirely. Ferals could potentially further increase mana cost on spells, Ret Paladin interrupt could be something like "if you successfully hit this spell on someone casting, you have free flash of light crit that multistrikes - it wouldn't fuck people over and stall the game but you'd be able to heal up the damage that you would've otherwise interrupted, Hunter interrupt should be turned into something else, dunno what - etc.

Also, dampening getting removed, in arena mana regen for healers being fucked up on purpose per individual basis and thus forced either into lasting 2-3 minutes when under full pressure from enemy team or last infinitely if you let them drink.

#4404238 Life of a Warlock

Posted Lolflay on 24 March 2015 - 03:32 AM

What planet are the people in this thread living on ? From a random guy who's talking about Destruction ( ?!?!?!??! ) to whining about being killable by anything.

My only issue is that warlocks feel boring to play without all the tools they used to have, and having to fakecast 24/7 / not being able to do anything when I get kicked.

Not having nearly enough buttons to keep myself entertained also leads to being bored as fuck. Guy wants to kite me ? Sure, CoEX/Shadowfl.. oh, wait. Fuck.

PvE side of things is shit as well, outside of padding on AoE fights. They said that Warlocks were reworked in Mists unlike other classes, so they'd not touch Warlocks at all while all the other classes got reworked - they destroyed affliction in PvE ( going from super potent single target/multi target spec that had a interesting rotation and an even more interesting execute phase to a class with 5 binds that you don't even have to think about ), and subsequently destroyed the mechanics that kept the spec afloat.

Playing a Warlock atm feels like playing an unfinished product. It obviously works, but it's not satisfying at all.


Posted Lolflay on 22 March 2015 - 05:48 PM


#4403214 Warriors broken? this game is dogshit

Posted Lolflay on 21 March 2015 - 02:13 PM

I've posted maybe 2 weeks ago that Fury execute has to be bugged, to which our resident warrior Flavours replied that it's not.

So either it's intended that they're hitting me for 100k+ whenever RNG decides it's time to, or it's bugged as fuck. And to the rest of your claiming "peel", just fuck off and stop being biased basement dwelling cunts.

You all claim Mages are aids as fuck to play against, guess what - their damage and control is at least scripted as fuck, you know WHEN EXACTLY the cooldown on their damage is up and can plan according to it, RNG damage ( f.ex. Ele Shaman s8/s15 ) that randomly ends games is not fine at all.

#4402424 Why the 10% damage changes make such a huge difference in gameplay.

Posted Lolflay on 19 March 2015 - 05:51 PM

Just take a look at this, there are much better examples but this is the first video that came on the top of my head


now compare that to a duel that rogue and DK would have today - this duel and the duels that happen today are almost identical in length of the fight I'd say, but the difference is that nowadays they'd hit each other for extended period of time until either dampening ramps up or someone fucks up entirely. In the video, rogue played like he should against a class that could 100-0 him in a matter of 10 or so seconds at the time.

#4402422 Why the 10% damage changes make such a huge difference in gameplay.

Posted Lolflay on 19 March 2015 - 05:44 PM

I like the point you've made regarding self healing affecting actual DPS, it's not exactly rocket science or unknown around here, but the amount of people who still don't understand ( WoW devs including ) which instant heals are bad are astounding.

The only healing abilities on DPS classes that can ( and must ) remain in the game are :
- Spriest flash heal
- Elemental Shaman healing surge ( enhancement shamans should just lose the ability to heal and gain a different niche )
- Boomkins should prolly have Regrowth and Rejuvenation, remove Healing Touch and any other passive/fire and forget healing they have
- Ferals keep Healing Touch, but remove everything else.
- Windwalkers can keep Surging Mist, remove healing on expel harm, chi wave and other crap ( it's not that they heal much at all or that windwalkers are a problem, but stuff like that really has no place in the game ) - a really easy fix that they can do is for example make chi wave friendly hits give a small temporary boost to speed, like move 10% faster when hit by friendly chi wave, there's numerous creative fixes to such spells
- Ret Paladins should keep the offhealing via Flash of Light tbh, they're such potent targets to train and kill that it doesn't matter if they can offheal, for now.

Everything else needs to be gone. Any Warrior self healing ? Gone. Hunters ? Gone. DKs ? Pet sac can stay, conversion = gone.

The only self healing as a DPS class ( outside of the list above ) I'd allow in arena would be arena food and bandages. Remaining 1v1 as Rogue vs Disc Priest used to be a game of bandaging and cannibalizing discs dead partner and constantly reopening and running on very low HP, for example. Both parties could win. Now ? Lolrecuperate, lolhealers doing shit damage.

Instant cast heals are fine ( Prayer of Mending, Renewing/Enveloping Mist, Renew, etc ) as long as they don't heal more than 1/3 of casted heals, also instant cast heals only became a problem once DPS classes got their ridiculous self healing, in MoP it took you 30+ seconds to kill a DPS class while the DPS class was keeping itself with numerous oh shit cooldowns and buttons, and then when healer would exit CC, he'd instantly bomb the target to full HP within 2 seconds, rofl.

#4402212 Best healer at the moment?

Posted Lolflay on 19 March 2015 - 04:07 AM

View Postakatyrone, on 18 March 2015 - 11:38 PM, said:

yo why do you guys still play this game, in h1z1 u bandage to heal burning crusade style

no combat rogues either

Can you shut the fuck up already with that h1z1 bullshit. That game's the biggest pile of dog shit I've seen in years.

#4402060 10% dmg nerf reverted

Posted Lolflay on 18 March 2015 - 10:17 PM



#4402028 This expansion so far

Posted Lolflay on 18 March 2015 - 08:57 PM

6.0 ( lvl 90 )

- oh ya, this seems like it might be a good xpack

6.0 ( lvl 100 )

- need to wait and see the situation @ full gear, this doesn't seem fun thus far

// full gear

- fuck this isn't fun at all, 10+ minute games, RMD, etc


- wow, this game feels fun again, who would've thought. Games end in 2-3 minutes, resto druids got nerfed, ferals and BMs hunters are retarded but nothing that few nerfs can't fix, healer diversity is becoming a thing, just nerf rogues and mages a bit and we're in for a very fun season




#4400018 Shadow Priest gearing and enchantments

Posted Lolflay on 13 March 2015 - 01:47 PM

In the old days, you'd have at least 10 other Spriests discussing on pretty much anything debatable at all, this is sad as fuck :(

#4399884 Question Regarding PvE/PvP separate values

Posted Lolflay on 13 March 2015 - 02:45 AM

It's fine when you say you won't do something that might be confusing, but when you've already done it multiple times and still pull that same card, it's kind of sad.

F.ex, my mind blasts in Wrath hit for same amount in both pve and pvp if I wore that same gear ( after resilience being calculated in pvp, ofc ). Not the same situation in MoP and WoD, numbers being drastically different when comparing PvE and PvP.

It's just stupid, either don't separate PvE and PvP, and keep everything balanced on the same line, or have everything even remotely problematic separated, not use a different mantra where/when it pleases you.

#4399284 PvP damage reduced by 10% in hotfix

Posted Lolflay on 12 March 2015 - 03:52 AM

This is so wrong...

Holinka, if you ever do read this post, please revert this. 6.1 and the increase to speed of games made arena enjoyable to pretty much everyone, barring 1500 rated players. If anything, game pacing should've been increased a further ~5%. The only changes that needed to happen were PVP SPECIFIC nerfs to certain classes ( feral damage/burst, bm hunter damage/burst & the 35% hp pet bug, fury warrior damage, and a few other small changes ), the only comps that were unbearable were feral/bm hunter, bm hunter/combat rogue, fury warrior/bm hunter and the likes.

Nobody likes going into dampening, the only games that needed to go into dampening were either 2x healer comps or comps with 2 or more sources of healing. Please check this poll : http://www.arenajunk...-games-to-last/

Increased game pace was NOT a bad thing... This change ( the 10% reduced damage in PvP ) only makes already OP things even more unbearable.

#4399262 Feral and Hunter Nerfs Inc

Posted Lolflay on 12 March 2015 - 03:08 AM

Huehue eat shit ferals.

#4397792 (Poll) How long do you like arena games to last?

Posted Lolflay on 08 March 2015 - 12:26 PM

Healer mana should be the gating mechanic, not dampening, Blizzard is just fucking retarded.

High damage and equally high but costly healing should be the norm, voila, 3-4 minute games unless you let the healers drink ( which was the case in every single good arena season barring MoP/WoD ). Also, get rid of drinks being super powerful, drink should take 20 seconds, first 4 seconds of drinking shouldn't net you mana in arena, following 6 seconds should return you half ( or maybe even 1/4th ) of the mana it currently returns, while the remaining 10 seconds should return shitloads of mana at exponential rate ( reward for team peeling for his healer drinks, and not dying to enemy damage while recieving no heals ).

Games should reach past 4 minute mark only if the players themselves decided to ( both teams pussying out, afraid of a loss, scared to go on the offense because of obvious reasons, healers being able to do whatever they want ). This concept of... healers having infinite mana and being able to keep everyone alive with their infinite resource until dampening is just... Only a shitty developer could think up of such a shitty concept.