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Mearis

Member Since 26 Aug 2008
Offline Last Active Mar 24 2011 09:49 PM
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#3064253 How to Fix Mages in Arena

Posted by Mearis on 14 February 2011 - 02:49 PM

Vileroze, I am impressed by how thought out and balanced the suggestions were. Probably one of the few suggested class changes list that I read and didn't think the person suggesting them was either biased or smocking crack.

I actually would add:

- Shift more damage from icelance to frost bolt.
- Give blink a snare removal effect similar to warlock portal.
- Nerf mage-armor some more? The debuff duration is pretty brutal versus dot classes.

The healer-dispell problem is more generic. It hits mages hard, but all other casters are affected - perhaps make CC undispellable for the first 3 seconds? Priests got a huge indirect nerf since they went from being the only offensive healer with a defensive dispell, to sharing a defensive dispell with everyone (and the usefulness of double defensive dispell decreased with the loss of junk buffs).
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#2997089 Warriors in Patch 4.0.6

Posted by Mearis on 19 January 2011 - 07:18 AM

Powerslave said they are balanced, and I get all my opinion on class balance from him, so....
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#2993961 New patch notes tonight

Posted by Mearis on 18 January 2011 - 09:20 AM

It is quite easy to take trivially adversarial positions against the 'side' you advocate to give yourself an air of impartiality.
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#2974537 Glyph of Death Strike

Posted by Mearis on 12 January 2011 - 09:47 AM

People are also underestimating just how far behind a DK gets in runes from DS X2, which will be the more common scenario for death striking. Not only are you giving up the chains and necrotics, but you're also locking out festering strikes and thus death runes for a significant period of time, thereby limiting both the present and short-term future amount of pressure you'll be able to put out.


I made this point in a different thread, but it doesn't matter what the opportunity cost is.

If this glyph change goes live (it won't) you have the option of self-healing for around 20-25k every 8 seconds sustained, and a lot more with procs/cooldowns. You aren't forced to use it, but it means that any time you are not using it, you are doing something which is better than that.

I don't think you appreciate this point enough. You have the option of becoming virtually unkillable by any one DPS should you choose to use it.
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#2972249 Full patch notes up

Posted by Mearis on 11 January 2011 - 09:44 PM

It's amazing how so many people still don't understand the death knight resource system after three years.

I don't really know what to tell you, but death knights will not spam Death Strike, even when being focused, unless they are dying and a healer can't pick them up. Just spamming it would be an enormous loss in damage because it would mean no Necrotic Strike or Scourge Strike for as much as 10 seconds.

Again, the glyph is overpowered, but it seems like you guys have no idea how it will be overpowered.


You are completely missing the point.

You won't spam death strike because it won't be needed most of the time, but you will always have the choice of switching to survivability mode and self heal for 25k sustained every 8 seconds.

Imagine that you take a pure dps class, like say... hunters, and gave them a new ability, Very Gay Shot. Very Gay Shot does 1000 damage to an enemy, silences/roots/disarms you for the next 8 seconds, but makes you completely immune to all damage, CC and heals you for 30,000 HP. Everyone will shout that this is an incredibly overpowered ability, but a few Levidian-inspired hunters will point out that 'hunters will never use this shot since it will completely neuter our damage for the next 8 seconds'. Everyone will say 'shut the fuck up Levidian' and things will be back to normal.

Having the option of switching to a pretty much invulnerable mode on a whim is very overpowered. Do the fucking math, you have the option of switching to a sustained self healing mode where your average HPs is greater than the average DPs of a arena geared & spec'd DPS class.
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#1874939 Balancing damage with focus?

Posted by Mearis on 23 February 2010 - 05:45 PM

How is that being intellectually dishonest? TNT stun is the most well known example of one of the things that were arguably over powered and things like that would include all abilities of that same distinction.

Did I really need to make a bulleted list of the issues for you to understand my post(apparently)?

Also the across the board nerfing was complete over kill and touched on areas that needed no balancing when they should have focused on key issues that made the jack of all trades master of non aspect of the class's specific areas too powerful.

Viper Sting
Wyvern Sting
TNT stun
ES Damage

Those were the things that needed changes none of the other bull shit they touched seemingly just to fuck with shit needed changed in the initial nerf patch.


This is a really really good rule of thumb for game balance:

If the only people who agree with your point of view about class balance play the same class that you do, your point of view is probably wrong.

You can call it the flyingtoastr theorem of game balance.
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#1681409 So how are hunters?

Posted by Mearis on 05 January 2010 - 07:00 PM

Wow an argument between Levidian and Powerslave.

This is like watching the heavy weight championships in the special olympics.
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#1606179 [3v3] warrior zerg teams with rogues

Posted by Mearis on 14 December 2009 - 07:06 PM

Apple(1 min 25 sec CD on bladestorm) meet Orange(20 second cooldown on kidney shot)


Except a warrior does not die to a solo rogue during a KS, while a priest dies to a solo warrior during a BS :/
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#1590394 Shadowpriests have infinite mana in PvP

Posted by Mearis on 10 December 2009 - 04:51 PM

HOLY SHIT


Flay you can thank me by naming your firstborn Lolmearis or Mearisflay up to you
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#1590386 Shadowpriests have infinite mana in PvP

Posted by Mearis on 10 December 2009 - 04:47 PM

http://www.wowhead.com/?item=50260

Read what this trinket does very carefully...

and yes, it works
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