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Lolflay

Member Since 13 Nov 2007
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#4380502 ABN?

Posted Lolflay on 05 February 2015 - 07:40 AM

Flavours funny for once, +1


#4379604 CAN U BUY CONQ GEAR FOR HONOR WHEN 27K CONQ ACHI

Posted Lolflay on 03 February 2015 - 07:18 PM

THAT FUCKING SUCKS

as additional response


#4379506 shaman overlords 6.1

Posted Lolflay on 03 February 2015 - 02:04 PM

ur wish is my command


#4379314 Literally one change that would up the fun in this game by tenfold

Posted Lolflay on 03 February 2015 - 06:26 AM

Wow @ the replies.

First of all, Flavours, your teenager is showing. Please keep it in the closet, thanks. Secondly, the title of the thread was clearly "UP THE FUN IN THIS GAME", not make it more skill based ( although faster gcds = higher skill cap, in most cases anyway ).

Wouldn't you people have more fun if the game was faster overall ? I personally don't enjoy dampening games ( which happen versus pretty much every single fucking druid team, and newsflash : those are plentiful ), and slow globals are only enhancing that. If longer games is the direction this game is taking, I wouldn't mind playing the game like it was on fast forward x2. Feeling global CD capped is not fun, having 1.5 sec casts is not fun as it's basically an eternity in this game. I'm conditioned to a 0.2 sec twitch reaction time from all the FPS's and other twitch based games I've been playing, and 1.5s is a time which can easily be shrugged off in most other cases, in gaming it can be a pretty fucking long time.

There are plenty of arguments for both sides of the spectrum, but you people haven't mentioned the biggest factor in all of this. Blizzard is continously removing the "decision" factor when it comes to your global CDs by pruning the abilities from this game ( or removing them off GCD ), therefore your choice is smaller, less impactful - and thus, more boring. I wouldn't mind a 2.5 sec global, if I had 50 abilities to choose from, and each and every one of them would make a difference ( current thought output : "I'm just going to press Mortal Strike as it's up" - possible thought output with a massive number of abilities and longer GCD "Do I want to press Mortal Strike ? If I press Mortal Strike he may use something to fuck me up while I'm in GCD. am I making the right choice?" ; or the suggested change - in a game with decreasing number of abilities, simply making all abilities sooner available by lowering the GCD and artificially increasing the fun factor ). As it stands right now, we're button mashing a small number ( 3-4 per class ) DPS abilities and 2-3 CC abilities, and eventually we get results. Doesn't this seem a bit boring to you people ?

I obviously didn't make a full blown explanation or a battle plan for implementing such a change ( when a guy goes all like "hmm, that's a unused part of land, we should totally make a building over there" ), he doesn't bring the fucking blueprints for the building, he first proposes the idea, then people discuss the idea, then people go on to make the plans and other implementation shit as required. Jesus Christ people...


#4378804 Literally one change that would up the fun in this game by tenfold

Posted Lolflay on 02 February 2015 - 02:27 PM

GCD in PvP for melee classes = 0.5 sec, for casters = 1 sec, all cast times reduced appropriately

WoW feels too fucking slow, even with the mongoloid damage a TSchi or some mongo melee cleave dishes out on occassion, holla 5-10 minute games into dampening, on a quite often basis.


#4378176 What buff do disc priests need?

Posted Lolflay on 01 February 2015 - 04:22 AM

View PostiQonic, on 31 January 2015 - 08:35 PM, said:

stop saying 'remove feathers' this would only shit on priests even more granting them absolutely 0 chance to land any fears, startplaying at some decent mmr be4 spitting your BS here

I want Feathers removed, and I'm a pretty fucking good Priest, so there's that.

It's just stupid, it's a cool idea but really shit in reality. Sacrificing position to land a dangerous CC towards enemy team should be a thing. Granted, after class becomes less shitty and after this game has some resemblance to proper danger-reward system returned.


#4377796 This game used to be so great

Posted Lolflay on 31 January 2015 - 11:51 AM

View PostZenety, on 31 January 2015 - 11:47 AM, said:

Bring back rating requirement for shoulders please. When I saw someone in a BG with wrathful shoulders it actually meant more for me then when I see a duelist or gladiator now lol.

Wat ?

You mean Vengeful/Brutal shoulders, right ?


#4377704 This game used to be so great

Posted Lolflay on 31 January 2015 - 08:22 AM

View PostVamel, on 31 January 2015 - 06:25 AM, said:

this godlike music tho :(   the tears are real

I was 14 the first time I heard that music, and then had 5 hours of login queues on launch of US version. Fucking Blizzard.


Anyway, TBC was probably THE best expansion when it came to the game alone ( while end of Wrath was the best period of arena ).

Server communities still existed, battlegroup communities started existing, rise of arenajunkies, ( relatively ) hard raids that didn't have different modes to appeal to casuals, arena was fun as fuck even if some classes were over the top, battlegroups were like mini-countries, there were so many players to meet, etc, and when you swapped to a new server/BG, it was like moving IRL and meeting shitloads of new people, etc.

Isle of Quel'gankas was a cherry at the top of the cake.

1:37 :'(




#4377224 Current highest disc priest ?

Posted Lolflay on 30 January 2015 - 05:01 PM

View PostSexyo, on 30 January 2015 - 04:03 PM, said:

honestly don't take me wrong, but not even meh, not even niez, not even salv can get to hydra level. im a fanboy fuck me

Pmuch, only Priest vs who even if I was winning the series, I felt like I was cheesing in some way ( as Shadow that is, don't think I ever won him as Disc ).


#4377214 This game used to be so great

Posted Lolflay on 30 January 2015 - 04:49 PM

View Postjaimex, on 30 January 2015 - 04:35 PM, said:

link it then, i highly doubt you actually did even play past 2.2 in mop, although godcomp was so retarded in s12 you probably did actually get it.

You seem convinced that MoP was hard. Curious to know why. And S12 Godcomp was no less retarded than S14/15 LSD, just to be clear. Devouring Plague winning games on its own was no different than Lava burst winning games on its own :)


#4377184 This game used to be so great

Posted Lolflay on 30 January 2015 - 04:16 PM

View Postjaimex, on 30 January 2015 - 02:12 PM, said:

wotlk was easy in comparison to the current level of play. stop sitting in the past rofl

also wotlk was shit as fuck

Me basically summing up the opinon of majority of players aside, let's concentrate on your attack towards me stating my opinion - first of all, WoTLK had much deeper mechanicals and strategical requirement than later expansions. Also, how am I sitting in the past ? Last time I've checked, I got Gladiator every single expansion, and multiple titles in expansions I've liked.


#4377094 So extra 6.1 changes rolling out

Posted Lolflay on 30 January 2015 - 03:17 PM

View PostZzx, on 30 January 2015 - 02:49 PM, said:

@lolfllay

you insult me
then agree with me
then blame the dispel system

of course the solutions 'classes need to be equally balanced' but I disagree on one fundamental issue, the game needs to be balanced around comps not around classes, and in the current meta godcomps cc drs of poly, clone, fear, stun, silence, horrify, ice nova is far too much, thats without counting roots from both mage and druid, ignoring the 'casting poly, get kicked, casting rof anyway full cc' which seems to have slipped through patch after patch, ignoring poly has no cd, clone has no cd, ice nova x2 can be used to either be used to deal an instant 100k damage or stop 2 casts, or peel, oh and mages are so strong defesively they're not a kill target, or and that leaves them with 2 trinkets, oh and blink, oh and defensive dispel, woops almost forgoto to mention 2x offensive purge, oh and half that cc is instant :)))

oh and how odd, every single person who repped you plays priest, or mage, and you play priest? what a coincidence! may our mage druid x overlords continue season after season boys!


Can you please read my post again and check where did I agree with you, other than on the matter of Fear sharing DR with Clone is stupid ? ( which I completely understand, why not defend LSD, it'd be hard not to be indotricinated by Jaime while sitting on Skype with him for extended amounts of time ) Balancing around comps is not a viable strategy until standalone classes have any resemblance to balance.

Let's ignore for a moment that you actually checked the classes of people who repped my post ( who the fuck does that holy shit, who even checks WHO repped someone, let alone their CLASSES, what are you, twelve ? ), and let's talk about your Jaime leaking. Why must EVERY discussion start, continue or end at discussion about Mages ?

Your entire opinion about any issue in the game ( and a lot of others' as well ) seems to start in the right direction and then end up at Mages, Polymorph DR, etc. I don't find Mages NEARLY as annoying as I find Ferals, Warriors and Warlocks ( and I even play a Warlock ). My post went from a post about Priests to a post about game in general, your post went from a "concern" for the game to spouting Jaimeā„¢ bullshit about Mages.

I couldn't give LESS of a shit about Mages. They're super annoying, yes, and no, they're not the biggest issue in this game right now. I find obscene Feral damage, WW's not being viable, Discs being trash ten times more disturbing than Mages being good. Was there a season where Warlocks and Mages were NOT good ? They're the staple classes of WoW arena, there SHOULDN'T be a season where they're both not good, because without those two classes you'd see more than 3/4 comps dissapear from the ladder.

The issue with RMD is combat rogues. The issue with Godcomp is.. wait, there is an issue ? Amount of godcomps above 2.6k can be counted on one hand. There are maybe 3 Godcomps above 2.6k, there are 3-4 LSD's, and a whole lot of RLD's and RMD.

RLD ? Because RxD is a solid comp core no matter what you fill in the 2nd DPS spot with, be it a DK, a Mage, a Warlock, a Hunter.

Godcomp ? Because SPs have a stun not on stun DR and a silence, and xMD provides awesome survivability, no other reason.

RMD ? All of the above, has survivability of xMD and damage of RxD

Done discussing this in this forum however, this forum and topic is ( or was until you decided to be boring ) about Priests, not about other classes or comps. You have general discussion to whine about issues.


#4377078 Unpopular opinions thread

Posted Lolflay on 30 January 2015 - 02:59 PM

View PostWallirik, on 30 January 2015 - 04:47 AM, said:

I don't think PvE gear should overshadow pvp gear. I think they should add more diversity to pvp gear, like being able to buy pvp gear that sacrifices defense, and in return gives higher offense. To me it's a lot more fun when people run around in different gear.

Resilience was a great concept, flat reduction to damage taken, and the pieces with resilience had in turn lower damage than PvE pieces. I had most gear combinations back in S8, I had a 800 resi set, 900 resi set, 1050 resi set, 1150 resi set and a 1300 resi set that I cycled through depending what I knew I was facing.

People don't want PvE gear because 1) they're dumb 2) they're dumb 3) they believe one or two pieces from pve without a set bonus make THAT much of a difference.

For example, Shadowpriest gearing for S16 - if they didn't nerf PvE gear from Mythic BRF, I'd have a necklace with haste mastery instead of crit haste or w/e, compared to people that don't PvE. Is that REALLY that gamebreaking ? I think not. Legendary weapons, trinkets and SET BONUSES were what ruined arena, not solo PvE gear pieces.

Quote

At the moment I honestly can barely tell the difference between a 2.4k rated RMD and a 2.9k rated RMD. I can be farming a 2.9k rated RMD 7-0, and then 1 hour later lose to 2.4k rated RMDs while not feeling any noticable difference in what I'm doing. Everything is unpeelable and instant.

Finesse is out of the game currently. Everyone is using the exact same strategy, the exact same gear setup, the exact same talents. The difference between a 2k, 2.4k and a 2.9k Godcomp for example is how good they coordinate their CC, a 2k one will have the mage sheep the healer and druid will completely randomly cyclone a DPS, a 2.4k one will have the mage sheep a healer and druid will initiate a cyclone on a DPS, while a 2.9k instantly gets both CCs up at the same global, creating more effective situation. All about the 1-2 sec difference timing. All three of those teams do damage the same way, EXACTLY the same way. They heal ( for the most part ) the same way. The only major difference is what I said about CC, and how long they save/blow defensive cooldowns.

Differences between people are subtle, but still there. I'm in no way defending this though, because before, I KNEW if someone was good. If after sitting in a queue for 20 minutes I got a shit lowrated team, I could tell if it was a gladiator boost. I remember facing a boost done by hydra, the playstyle of his team and the precision was instantly recognizable compared to other priests, you could literally tell who is who based on how they play, didn't need the name tags - now everyone plays the same. Not because everyone is on the same skill level, but because the game pidgeonholes people into playing the same.

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edit: I depise long games, and the playstyle of going for long games.

Word. I much preferred the game when one mistake meant death - not a sloppy one that occurred in Cata/MoP/WoD, where you make a swap, get someone to 30% then have to work for a kill and extend CC as much as possible on the healer ( unless you're a elemental shaman, yolo 1shots ) - the proper one where you straight up died in 4-5 globals through heals, because you fucked up insanely much and got punished insanely hard for it.


#4377008 Killing Spree Nerf

Posted Lolflay on 30 January 2015 - 01:40 PM

View PostChefyata, on 30 January 2015 - 06:33 AM, said:

Why are they pushing so hard for combat to be the spec? Are they sad because the filthy casuals can't be arsed with learning subtlety? Or is sub too complicated of a spec for them to implement an interesting change?  

Don't get me wrong I like sub and it is a good spec, but seeing the attention they give to combat it feels as if sub will be completely forsaken in a season or two.

Subtlety is completely fine in right hands ( even better than Combat actually ). A properly played Sub RMD I'd dare say is much more effective in winning than a Combat RMD, as Combat is forced to stick the rogue on a target ( usually the healer ) and keep him up on the target as much as possible, while Sub can actually create opportunities based on skill level of the players involved.

The main difference besides that is that Combat RMD is much more user friendly.


I'm actually mostly annoyed at Assassination not being viable, it used to be my favorite spec after Sub ( Prep/Mutilate times ).


#4376948 So extra 6.1 changes rolling out

Posted Lolflay on 30 January 2015 - 10:51 AM

View Postwatchmepwn, on 30 January 2015 - 09:08 AM, said:

My opinion about nog being able to play those comps is lack of cc. If your fear was back on 25+/- cd you could actually setup every 30-60 sec. Now it feels like u take to much dick as spriest and u are able to stuff every 45 sec. I think if they rework ur fear cd and give u a slight non-purge able defensive increase, you'd be able to play different comps besides of godcomp.

That's a part of the problem. This is basically what they'd have to do with Shadowpriests in my opinion

Quote

- Fear on 27 cooldown as it used to be, returned from being a talent and made baseline again - 6 second duration can stay

- make Prayer of Mending instant again, and return Renew ( both to Shadow and Discipline )

- remove Spectral Guise and Feathers

- return Inner Fire

- buff Fade glyph to 30% ( might be too good for Discipline if/when they get buffed, so probably make it shadow exclusive, or simply let them choose ( as it currently is, anyway ) between aura mastery and damage reduction )


and that's it. It'd solve all of the major issues with spec

Quote

- people wouldn't get feared out of stealth by a mongoloid spriest who sprints at 60% speed, which is a mechanic that NEVER should've been in the game in the first place

- positioning would matter again, you'd have to decide whether you want to be at the healer to follow up a polymorph, or you want to play it safe from a distance ( not your mage sheeping someone on 2nd DR, you casually popping a feather and sprinting at the target from other side of the map and fearing )

- we could choose between body&soul and phantasm, and we'd have access to void tendrils ( I don't really give a shit about any filler talents they'd put in there, as long as they aren't too overpowered whatever is fine with me )

- Fade glyph being 30% would actually make it meaningful to pre-Fade stuns, kind of like rogues feinting stuns atm

- Inner Fire being back in the game in some capacity would solve the problem of us taking way too much damage from melee

- ProM and Renew would solve the issue of us flopping over when healer gets CC'd one bit, it's not enough healing to keep us alive through massive damage, but it's enough healing to maybe outlive a situation in which we'd get pummeled through

- Fear being on shorter cooldown would help us to play with other classes of our choosing



View PostZzx, on 30 January 2015 - 09:13 AM, said:

Hi im lolflay I want shadows viable outside of godcomp but I don't want to tune down the cc within godcomp...

If you want shadow viable outside of godcomp fear and poly need to dr, fear should never have been on clone dr anyway

You're a horrible poster with bad opinions, I know insulting you solves exactly zero problems, but you're one of the vermin of this forum that popped up together with the abomination that's known as MoP ( it only makes it worse that your personality is not borderline annoying, but completely annoying ). Making Polymorph DR with Fear would be one of dumbest changes known to mankind, same way making Cyclone DR with Fear was a horrible change. In the history of this game, there was ONE successful MLD team ( Vileroze Imbad and Shouri ) that exploited the non-DRing CC to its fullest, in a period of game where having 3x spammable non DRing CC didn't mean you would always win. The rise of Godcomp was heavily influenced by several factors, none of which need be listed to anyone decent enough at this game. And yes, non DRing cross spammable ( outside of psychic scream ) CC is one of them.

It's bad game design to balance classes EXCLUSIVELY according to other classes ( it's good to do it in a LIMITED manner ), any good developer has this thing called "budget points". Let's say a CC ability is worth 1-6 points, depending on cast time, cooldown, and school of CC. A defensive ability is worth 7-10 points, depending, again, on cooldown, on its effect, etc, all that combined with the budget of how much ( and how easy ) a certain character/class/hero ( let's call it X ) does damage. Every GOOD game designer develops their games in such a manner, and every X has a amount of budget points that they can possibly have. Basically, every class should have a finite amount of budget points, equal to every other class in the game. Let's make that number 30. Every class in the game should have non-cosmetic, combat-usable abilities amount to that cap of 30 points, and should count all mobility, offense and defense abilities. Also, from a developer point of view, there's also 3 subcategories within that cap that need to have a MINIMUM amount of points - mobility, offense, defense. In a system with scale of 30, each category needs to have a minimum amount of around 4-5.

Now obviously, you can shift the numbers around, decide by default which is worth what - for example in a system of max30, I'd say that Polymorph amounts to a clear 6 - one of best CC in the game, it only has one downside, which is cast time, but every CC should have a weakness. In that system however, hunter trap easily exceeds the maximum of 6 a CC should have, even if it has the aiming factor.

The problem this game has is that not all classes have the same amount of budget points as other classes. Just to put this into perspective, in current game, Hunters would have a budget of 100 while a Elemental Shaman would have a budget of 30. Resto Druids are well above 100, while Disc Priests are around 20. A Mage would have a budget of 50 while a Rogue would have a budget of 70, etc. it's a clear balancing problem Blizzard has since the dawn of time.


Putting more CC to DR with each other would only cause more problems. The solution is that all classes need to be equally balanced. Last time they were close to being equally balanced was S7, and nobody complained about CC spammers back then ( because everyone had a meaningful way to both do damage, make that damage stick, and every healer had proper healing output given the combo they played ), even though they existed. ( which is also due to dispel system not being fucking retarded back then, but that's a whole another story )




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