Jump to content


Member Since 25 Aug 2008
Offline Last Active Mar 22 2016 04:10 AM

#3928942 The Dannycarey innocence thread

Posted Hasuit2 on 20 August 2013 - 09:15 AM

edit by Thaya: this is a continuation of http://www.arenajunk...ations-to-rest/

Hey,  ever since placing 2nd in the Gamer's United charity tournament a few weeks ago tons of top players have been accusing me of using a healing sphere bot.  It automatically places healing spheres undereath your current target and gives a very large unfair advantage.  Last night I started recording all of our matches.  In the vods you can clearly see that I click every healing sphere and don't use a bot.  I've never used it before, and I'd never even heard of it until people accused me of using it.  This thread is just for me to post my videos and hopefully convince everyone that I'm a legitimate player.

Last night we got 2315 rating on TR and 2735 rating in 3s on Tichondrius.  I've uploaded the games we played on TR here:

And I'll render the games from live overnight and post them tomorrow.

Thanks for reading/watching

edit: games from live:
idk why its not auto embedded

#3877467 CC in arenas

Posted hekumzx on 18 April 2013 - 11:30 PM

Am I the only healer who doesn't want to be CC'd less?  I mean, the game is based around damage and CC.  Healing wouldn't feel the same with too many nerfs.  As a healer there are three things that make healing completely boring and retarded.

-  First, and this may be personal, being CC'd by something that isn't CC.  In wrath this was thunderstorm.  Really fucking annoying to be interrupted or knocked separate of teammates.  You deal with it because ele functions around it.  Being gripped on a cast, annoying as shit.  Now DKs get two grips like a christmas fucking yam.  In MOP hunters can fucking knockback trap every 30 seconds.  It is the most retarded fucking concept ever introduced to a class with an already abundant amount of CC.

-  Two, the introduction of healer CC in a mass fucking abundance.  Druids used to have to put themselves out of position to get CC for example.  Now bash is instant and castable in all forms and NS doesn't have form requirement.  Priests used to have a fear mechanic that put them out of position.  Now they have psyfiend that tunnels fears into you like neilyos god damned dad.  And can run into you and place an undispellable root on your entire team in a poor position.  Or just you out of LOS, paramount to a fear.  Palas can run at you and repent out of CC, hoj, aoe blind you and repent you again.  Now this has nothing to do with class balance so don't bitch about paladins, just like Shaman still have hex and pretty much gained no new CC.  Capacitor is as far as I can think the most garbo CC in the game as you can kill the CC lol, and you have to expend atleast one talent point and a glyph to even come close to landing it.  I don't give a shit if shamans have CC outside of hex or not, just saying.

-  Lastly, a class having infinity fucking CC and infinity burst.  Hunter is really alone in the fact that it can literally prep every fucking cooldown and use every offensive spell again in conjunction with all of it's CC.  Imagine if snap still gave you a second deep, a new POM for poly and another orb.  This is paramount to hunter right now.  Imagine if warrior could fear you pop swifty and then fear the healer again at the end of reck, saving any stuns and gap closers for the kill target.

Sorry I typed so much shit, most people won't read it anyway lol, that's cool.  This isn't a class balance rant, this isn't some nonsensical bullshit.  In Cata the most annoying shit was the introduction of monkey blind and impact.  Do you remember healing when hunters would pop every CD in the first 20 seconds?  Literally you would get doubled silence scatter trapped by some thug cleaves.  Remember when mages had deep/cs/impact/impact/impact randomly on your heals?

CC is part of healing, long CC chain promotes better teams to be higher rated in their ability to choose when to over extend but also in their ability to deal with 2v3 situations.  But comps should face the risk vs reward scenario of CC similar to WOTLK and even somewhat similar to Cata.  Watch some streams or play some decent teams, you see shamans running at you to hex like druids and priests run at you?  I guess giving a healer a blink, an iceblock, a vanish and a couple sprints makes dog form feel a little outdated.

#3840687 Blanket CS change reverted!!! + more good stuff

Posted Capstone on 25 January 2013 - 11:22 PM

it has come to my attention that there is a dev reading the thread so i'm here to pass along some ideas about the game

Druid- It's great to have moves like Ironbark up 24/7 so that people can forget about killing any targets in the arena, I would just maybe like this class to have another move that resets people who try to attack them. Maybe if you let them take Ice Block or some other hard reset from a class and also gave them a move that teleports them, say, 20 yards? Also make it make them invisible. And don't let them heal people. Their heals should do so little that nobody really cares if the target has full hots, just barkskin.

Hunter- Hunters are pretty perfect, just give them a fourth or maybe fifth way to break out of any CC in the game including Cyclone with their offensive cooldowns. And some instant CC. I can't tell you how much more skilled the game has gotten since stacking a melee class with a hunter and instant CCing while you extend as far as the arena will possibly allow has been a part of arena. When I'm in an arena, I find the truly great hunters do things to separate themselves from the pretty good ones.

Mage- This class is great right now. The good players are very easily separated from the bad when casting Frostbolt (which is thankfully impossible) is a much less valuable time investment than say, Frostfire Bolt, Nether Tempest, Frozen Orb, Ice Lance, actually running on top of your target and casting Frost Nova so you can Ice Lance, thus spending two globals to do more damage than Frostbolt. I also really like that in most scenarios, the class is unable to use any abilities without playing with the best class in the game. This way, most mages will all gravitate toward two caster compositions that rely on both they and their shadowpriest jamming instants (their highest damage abilities) while the mage uses crowd control abilities like Deep Freeze, Presence of Mind, and Improved Counterspell at the healer. It helps a lot that these moves are instant, not on the global cooldown, and don't even require you to be facing your target. Frost Bomb and Nether Tempest are also too much fun. I love the Frost Bomb hope-they-let-you-cast-it-then-hope-it-doesn't-get-dispelled-then-hope-you-don't-get-hit-with-one-of-the-1000-instant-ccs-in-the-game-so-you-can-put-a-freeze-ability-on-it-at-the-end minigame.

Paladin- They don't have enough instant heals. This game was at its best when paladins actually didn't have to use any casts. Also, it's pretty intuitive to have a plate wearing class Usain Bolt at you at 5000% speed and use two globals to CC your healer for 11 seconds.

Priest- Really did a good job with this one. Disc and shadow, both in a perfect spot. I would maybe consider giving shadowform a passive 8000% increase to damage and healing, but that's it.

Rogue- I like how this class presents a challenging environment for both teams for most of the arena game, but their cooldowns just don't do enough damage. If you could set it up such that the game is a 2v3 until cooldowns are up, and then the game immediately becomes about CCing the rogue or using every defensive cooldown you have while their cooldowns are active, that would be a fun way to play the game.

Shaman- Everyone likes AoE fear dispel on a 30 second cooldown, and it seems like that's definitely what you guys intended, so I'm not surprised that you have left what appears on the surface to be a mechanic that wasn't thought out in the game, making a shaman's team immune to fear for most of the arena. This class is just a little too good at surviving. Given that they were surviving so well before, making it so that they can never use totems if anyone is looking at them was the best solution to the problems that were at hand, but I still feel as though they are too hard to cleave. When I play a cleave, I don't want to have to worry about the other two players on the opposing team, I just want to cleave that shaman. Work on this.

Warlock- Demonology warlocks are the best thing ever to happen to the game. I really like what you did by making all of their damage, CC, defensive abilities, etc. instants, and then making something that the game may hinge on a 5 second cast that is done at the start of the game that may or may not get off. One super long cast and then none for the remainder of the game is the way the class should be played. The only suggestion I would have is maybe every time the warlock jumps in arena, they can get a 5% damage buff, stacking infinitely. Affliction is too good at surviving though. Maybe just make Demon Soul increase their DoT damage and reduce their HP by 50%.

Warrior- I don't know where to start with how much better this class has gotten in the five years since it was at its worst in BC. Maybe just remove battle and berserker stance and make their cooldowns do more damage.

#3830933 Healers in the absence of silences (5.2)

Posted Saikx on 04 January 2013 - 12:46 PM

when they nerf the mongoloid gods in plate that have alone 7 rotateable interrupts and fucking jesus cats that have a cyclone procc on every global they do then maybe but only maybe any mage would consider to fakecast.

Atm its just not worth it to fakecast since you will have to outfake ~10 rotateable interrupt abilities when mongoloid plategods or jesuscats are on you, which are btw in 99% of the teams you meet now GUESS WHY

inb4 feral/warrior defending their class, cy@ faggots

edit: oh and on topic, removing silence from mages will just make the gap between them and shadows even bigger, another indirect buff to shadowpriest I mean they arent god status enough yet(why would you ever take mage now when you can have a shadowbuddha in your team?), stupid mongoloids at blizzard sometimes I really wonder if they even play their own game or if they just calculate numbers

#3830829 Healers in the absence of silences (5.2)

Posted Dizzeeyo on 04 January 2013 - 04:54 AM

on the topic of cc in general i find it funny that next patch a single holy paladin will be able to cc a target by himself for longer then a mage and druid combined :D

#3829598 Reckful why you rollin back rogue bro?

Posted Jontex on 31 December 2012 - 12:00 PM

He might be a sell out but i bet everyone of you would do the same thing for that kind of money, also this is nothing compared to 90% of the girls who look like trucks and stream when they level dungeons and do random bgs with 50% of the screen being them sitting there and showing their cleavage to 15 year old boys, fucking disgusting.

#3824332 Healing in arena nerfed to much ?

Posted vindz on 20 December 2012 - 02:07 AM

As the topic says, anyone else feeling the same way ? Im playing with a druid in 3s, and his healing is pretty dogshit atm. His in treeform and spamming healing, jk 60k crits.

This benefiths the melee cleaves, now we will get dog`d on rest of the season...

#3819813 Battle Fatigue healing reduction now 30% (was 15%).

Posted Paperplate on 12 December 2012 - 07:43 PM

View PostViolatrix, on 12 December 2012 - 02:35 AM, said:

This change greatly exacerbates discipline's already egregious state.

Someone tell me this is a joke.
put the thesaurus down before you hurt yourself

#3819328 Frost Bomb hotfix nerfed oh and warriors too

Posted khuna on 12 December 2012 - 03:37 AM

cba lol

#3818822 Shadowpriests

Posted saffie on 11 December 2012 - 12:16 PM

I hate to agree with regent, and I still disagree with most of the things he is saying in this thread, but I do feel like SP's are op. They aren't warrior or mage op, or pre nerf bm hunter or demo lock op. But they are op nonetheless. People justify it by saying "we can't oneshot" But 120k flash heal crits, mass dispel, shields, life grip, life swap, all that cc makes them such a powerful class in arena. Most of the bad shamans rather play with a sp because if they make a mistake they get punished far less than a shaman in a team without a shadow priest.

Couldn't shock that poly? have a mass dispel. Don't have tremor for this fear? Mass dispel. In a really terrible spot being targetted by a mage who just deep freezed you? Mass dispel. Warrior popping all cds on you? life grip, shield, spam heal while faded so you don't get cced.

Apart from that they have really good damage that isn't cd dependant like most of the classes. In any comp to this date taking a random shadow priest is much better than taking a high skilled warlock for example. It makes the comp 30 times better. On top of it all they have fade and spectral guise so they are literally the worst target for casters. Life swap wouldn't be such a huge problem if shadow priests didn't have amazing abilities to survive on a really low cd.

This also makes shadow priests a very fun class to play, you have so many things you can do both defensively and offensively. I would totally reroll shadow priest right now if I could just for the fun playstyle. Most of the time the game lasts ages vs a shadow priest, even when they are losing you just can't score a kill. Its like playing vs 1,5 healers and 2 dps. SP games are like 3,5 vs 3.

If you defend that SP's are fine, then other classes should get the same sort of utility and support, especially the casters that you don't see in arena often these days like moonkins, ele shamans and warlocks.

TLDR; Sp's have way too many defensive cds, support spells and decent damage, covering up for their healers mistakes easily, but since they don't usually one shot, people let it slide and rather focus on warrior/mage damage, when in reality SP's are almost as OP.

#3811309 The 5 Stages of 5.1

Posted Korzul on 27 November 2012 - 12:29 AM

Here's some help for tomorrow/Wednesday for all my fellow shamans.

1. Denial and Isolation
The first reaction to learning of a terminal nerf is to deny the reality of the situation. It is a normal reaction to rationalize overwhelming emotions. It is a defense mechanism that buffers the immediate shock. We block out the words and hide from the facts. This is a temporary response that carries us through the first few losses.

2. Anger
As the masking effects of denial and isolation begin to wear, reality and its pain re-emerge. We are not ready. The intense emotion is deflected from our vulnerable core, redirected and expressed instead as anger. The anger may be aimed at inanimate objects, opponents or team mates for NOT PEELING QUICK ENOUGH.

3. Bargaining
The normal reaction to feelings of helplessness and vulnerability is often a need to regain control–
  • Maybe if i gem full resilience...
  • Surely i can find a good shadow priest to play with.. hell maybe even a ret too!
  • Damn it i'm good enough to ground EVERY DEEP!
  • If we pop everything instantly we still have a chance!
4. Depression
Two types of depression are associated with nerfs. The first one is a reaction to practical implications relating to the loss. We worry about our team mates and rating. We worry that, in our nerfed state, we have less tools to help those that depend on us.
The second type of depression is more subtle and, in a sense, perhaps more private. It is our quiet preparation to separate from our friends and bid them farewell, for they can still play strong comps and yet we can not be with them :<

5. Acceptance
Reaching this stage of mourning is a gift not afforded to everyone. Nerfs may be sudden and unexpected or we may never understand the reasoning or the logic, for there may very well be none.
It is not necessarily a mark of bravery to resist the inevitable and to deny ourselves the opportunity to re-roll or quit. This phase is marked by withdrawal and calm and ultimately, vodka.

This post may have been subjected to some over dramatization.

#3806726 Thoughts on balance changes

Posted Raikufail on 17 November 2012 - 02:43 PM

I think more consistent damage would be alot better same goes by healing.

Increase substained damage by like 30% and nerf burst cds by like 30% aswell. Burst healing is also really stupid that u are able to top someone in 1 heal. But for that to change they would have to remove a lot of instant CC (which wont happen in this expansion atleast).

I just hate the fact that I /other teams do no damage for like 5 min and then u randomly 1 shoot even though u are getting dominated the whole game. (I liked Cata for this reason), It felt like the  team that played better /dominating the opposite team that u were guaranteed to win.

#3806700 Thoughts on balance changes

Posted Bonjourhihi on 17 November 2012 - 01:22 PM

- Delete Demo/BM spec from arena, just delete them, don't even try to fix this shit, those spec have nothing to do with PvP, push 1 bind, win.
- Buff Affli damage by 30%, delete blood fear, make demon soul undispellable for all spec. I don't know why this spell is dispellable, it's like you can purge avatar/reckless etc ... Make no sense rofl.
- Warrior : I think the change on Avatar is pretty okay, but the macro is pretty dumb, they need to change something. If a good warrior use it properly, at a good moment, you have no chance. When you face a shit warrior, he use the macro randomly, you just have to stop him.
- Feral : Opest class in the game ATM, just under the radar because they aren't popular enough, best cc, best survival, best dps, best mobiltity, they just have everything, a nerf is really needed.
- Buff Disc priest, Rogue and Monk because they are useless.
- Delete all the dumb mechanics making the game fucking bad like priest fear spam, rain of fire stun, druid blind, pala blind, repent, instant cc etc...

#3802725 MMR exploit is back

Posted Saikx on 10 November 2012 - 09:57 PM

View PostWildeHilde, on 10 November 2012 - 09:07 PM, said:



#3800371 Swifty's 1-shot Macro is getting out of hand.

Posted GrieverXIII on 06 November 2012 - 08:05 PM

View Postoriginn, on 06 November 2012 - 07:59 PM, said:

Every time i see someone defending this retarded mechanic i die a little inside


Ghostcrawler Rather than nerfing random various stuff, could you please look at cd-stacking and Taste for Blood instead? warriors

Greg Street ‏Ghostcrawler
Ninjaflipps TfB in PvP is very rare. However, bc it's so rare, nerfing it would have little balance impact but might stop flashy videos.

From Twitter. Honestly that response just boggles my mind, how can they even go out their way to have international tournaments with a lead designer that thinks that globalling people "on rare occurences" is even remotely fine and the only reason to fix this shit is to stop "flashy videos" from the community.