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VexxiusMember Since 04 Jan 2009
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Posted Devouring on 09 November 2015 - 10:49 PM
As for Dks specifically, most people who are high rated but not glads usually make small mistakes that prevent them from climbing further. Most of their mistakes aren't related to deathnight mechanics, but rather related to the way they approach the whole fight. These include:
1. Not enough control over the fight: You need to be able to do damage but also save your runes in order to heal or silence. Most games are won through a simple strangulate at the right time, and usually that is while bursting and I see many dks not saving the runes for that.
2. Positioning: It is very important to be in a position where you can LOS enemies and in range of healers. Every high rated player knokws that. However, many high rated dk's I know start with perfect positioning but in times of big burst from the opponent they forget about positioning and that is when you probably end up either dead or forcing important CDs from your healers. Whereas LOSing 1 CC could have saved that CD.
3. Keybinds/reacion: This is one, if not the most, important here. Gladiators and r1 players sometimes have as good decision-making processes as 2.2-2.4k rated players. The reason these don't climb the rankings is because they don't react as fast. In this kind of games reaction time is everything. Doesn't matter if you know exactly what to do in that specific position, if you can't react in time it's as if you didn't. Interruption spellcasting, CC, heal, everything has to be done as fast as you can. As a deathkight you will be having to react very fast with mind-freeze, strangulate, death grip, dark simulacrum. In order to react faster, there are two things you can do. First, create new keybinds that allow you to reach them faster. Secondly, more practice. Gladiators play A LOT. With enough practice, your reaction time wil be much faster, as you will be pressing keys as a reflex, instead of thinking about it.
Finally, to sum this all up. Normal mistakes include your positioning, your control over the fight and your reaction time which has to become a reflex rather that a thought. This is just the beggining though. You have to make sure you don;t make these mistakes. However, you also have to make sure your team doesn't either. That is the key. Following these key rules and playing the rest with the perfect synergy of burst and CC, you win games, improve your rating and become a Gladiator or Rank 1 player.
These are just the most common ones I usually find on high-rated players. If you don't make any of these mistakes and are still wondering why you can't improve feel free to send me a message and I can help you out.
Hope this answered your question.
Good luck man.
Posted Bailamosx on 17 February 2015 - 07:46 AM
If you all want to save yourself the time waste, go into a McDonald's kitchen, cue up Skrillex playing the dubstep of hell, and grab a minimum wage employee to bang pots and pans together. Now shut your eyes and use your imagination to narrate each battleground. Congratulations. You've surpassed them. Faint praise indeed; however, as they are dumb as bricks. Their appearance looked like Abn's throw-up. They clog their Skype calls with incomprehensible, meaningless verbal flops. Clearly, they know as much about battleground strategy as they do fornicating with women.
Look, I am bitter. I hate being wronged. And yet, please don't misunderstand. This post is not merely to vent and name call the amateurish organizers. What transpired during the tournament was crass, despicable, and sums up everything toxic that the community has become.
Conflicted that I quit the tournament early, I looked to the audience as a reality check. I was reassured: "That texture healing rule has got to be the dumbest thing I have ever heard" (Novoz); "I'm sorry for what happened to you and your team today, despite our past, it was unfair, and I'm sorry I couldn't do more to make it fair (Magnusz, Tournament Referee); "They are dumb. Why not just ban grip knocks in the mid. How the fuck is that exploitation? Its designed that way"; (Athlete); "Like watching paint dry while getting caved in the face with a baseball bat" (Rawkus); "This must be the worst tournament I have ever experienced" (Rynd).
It's certainly the worst something.
Abn Ghosting Stream: https://www.youtube....h?v=ib6swi5KWaQ
Abn watching their zero-delay live stream: http://i.imgur.com/kdjRi1B.jpg
Of "Texture Healing" and Bias: http://www.twitch.tv...ers/b/624983332
Responses to "texture healing": "That's our mistake" (Imbajohn); "That doesn't matter" (Nickolas); "We can do the same thing" (Zumoch); "You can still grip-knock there" (Datacus).
Corrupt Admin: "If you would have even lost that match, I would have replayed it. . . I wish you win against Bailamos, as personal, not judge . . . we will stall in your favor guys. Just don't tell Bailamos that we're stalling for you because he's gonna give a shit show" (Reinhart).
Last Version of Rule Book (they deleted theirs, of course): http://pastebin.com/Km88kFn3
Referee Interview: https://www.dropbox....oWRecording (10).mp4?dl=0
Tournament EU Admin: http://i.imgur.com/1yDkTyV.png
Posted Bigmoran on 02 February 2014 - 12:23 AM
Posted Ayrasaurus on 09 September 2013 - 07:11 PM
Can't see how this is losing. Maybe you should come to the skill capped house and we can chat.
Wait you didn't get the invite. Interesting..
Autistic fat pleb strikes again. As much as i don't want to derail this wonderful thread...
1.Short term money which relies pretty much off of other peoples gratitude and the moment people don't find you "funny" you're out of a job. You're essentially begging people for donations you do realize that? You call that a job kek. I'd much rather finish education and get a decent fulfilling career which requires me to leave my house.
2.Better at world of warcraft? Rofl do people still compare skill levels in this game? If you played Dota or Sc2 sure maybe that would mean something but holy fuck you mongoloid being good at WoW (Hold it being good at 5s and a holy paladin on shit bgs) is nothing to be proud of my African American brother. Saw your stream and you're mediocre at best anyways so stop acting like you're a godtier player at the only game you play.
3. I'm going to assume the gaming house comment was a fucking troll because my sides still need to recover for me to respond to that one. A fucking house full of "Professional WoW players and their tag alongs" holy fuck please be a troll.
Posted Capstone on 09 September 2013 - 07:02 PM
Let's see what the IRS thinks about all this free money you're receiving.
Time to start licking "Titters" in the cell block.
Posted Bigmoran on 22 August 2013 - 02:04 AM
gg wp blizzard
Posted kazuhmeer on 28 July 2013 - 10:47 AM
Posted ellipticcurve on 09 July 2013 - 08:57 AM
My feedback is based on the following basic thought: "Classes should be balanced for players on the same skill level." A #1 player facing a 2k rated team does not tell you anything about class and game balance. If the skill level of the players that are playing against each other is different, it skews any feeling for what is balanced and what not. All feedback is based on facing #1/glad players while playing with other #1/glad players.
EDIT: My impression after PTR Balance Testing
First of all, the queues in 2s were largely awful (5mins+ waiting time at 2.2k+ mmr). The queues in 3s were ok. We played 52 games as Disc/Warrior in 2s and I did 20 games as WMP (Warrior Mage Hpally).
I played the following spec: Juggernaut - Disrupting Shout/Piercing Howl - Second Wind/Enraged Regen - Shockwave - Safeguard - Storm bolt and for damage purposes against caster teams I chose Glyph of Rude Interruption.
In 2s we faced a ton of setups that had more selfheal. We had several 12-15 mins matches and all looked the following way:
- Warrior: 17k (2nd Wind) - Destro ~6 mio
- Warrior: 800k (Enraged Regeneration) - WWMonk ~3 mio
- Warrior: 55k (2nd Wind) - Ret/Feral ~6 mio each
While the destruction warlock had much more burst, I had the better consistent damage but I was clearly lacking burst outside of cooldowns. From a burst PoV the feral and wwmonk were much better (outside of 3 mins cd), somehow the wwmonk managed to get 90k+ Fists of Fury crits (measured in dstance). Overall it didnt feel that I can create much pressure as a warrior outside of my 3 mins burst cooldown - consistent damage is too easy to outheal, especially with the amount of offheal in this game. Even with enraged regeneration we don't have the same amount of offheal that other classes have. Which would be fine if we did more bursty damage or had more cc, but we have neither.
Even with the additional stun from storm bolt, shockwave felt mandatory. Because most other classes have more than one stun, we are basically forced to have it.
My overall feedback after those 2s games is pretty much the same as it is below: Somehow you can make it work and force cds, but it is a ton of work and in no comparison to what other classes can or have to do. To pressure a good disc you have to switch on the target that does not have a "double shield". If you do it, you switch often - and if you play that way Colossus Smash is a pain in the ... b/c it is rarely ready when you switch, unless you have rng luck. But even if you can make it work, it's simply not fun. Against disc/feral, ret/disc, wwmonk/disc, destro/rshaman, etc. you have 10+mins games until you finally have forced enough cds that something dies with your 3 mins burst.
In 3v3 we were very reliant on our dd-teammate. As a mage he had good burst, I had good sustained damage - it worked, somehow, but not really good. It did not feel as if the warrior is the driving force. I do not have roots, so I have to ask for a nova. I do not have good burst so I have to ask for his deep freeze and line up my cs with it, etc. Because of rng, lining up cs with deep is not always possible so it was difficult to score a kill. And pretty much impossible to score a kill against a team that turtles.
Overall it felt pretty much that we're lacking things like imp. hamstring, a cooldown on a short cd, etc.
I cannot post in the Feedback thread so I have to do it here. On PTR I've played the following classes: wwmonk, affliction lock, frostmage, warrior, disc/holy/shadow priest, hpally and rdruid. I've played with and against warriors and played warrior myself. My impression is that most of these changes look good on the first glance but aren't that good after you've faced some decent teams. After playing PTR for quite a while now, here my feedback:
Our damage looks good on PvP on PTR as long as we’re able to hit a target while Colossus Smash is active. If you get randomly cc’ed or the target blinks away after applying CS, we’re pretty much screwed. IMO they should change it to:
“Slam causes an additional 10% damage for 10 sec after the warrior successfully applied Colossus Smash.”
It should be a buff on the warrior b/c often we get cc’ed for a few seconds or have to switch target, so it becomes utterly useless against a good team.
It is a BIG Problem on PTR right now. If you cc a healer and fight close to a him, the best thing a DD can do: walk close to his healer and break the cc on him. It makes slam completely useless in these situations and easy to avoid warrior’s damage. Against teams that hug pillar and stay close together it’s basically impossible to use slam and cc someone. Instead Sweeping Strikes should be buffed for slam.
“Sweeping Strikes now causes melee attacks to strike an additional nearby target for 75% of the initial damage (up from 50%). The damage is increased by an additional X% for slam.”
EDIT: They changed the above effect to: "Slam now deals 35% of damage dealt against the primary target to all other enemies within 2 yards while Sweeping Strikes is active, and causes an additional 10% damage to targets affected by the warrior’s Colossus Smash."
And even in a 1v1 situation we cannot pressure a good disc who plays with Divine Insight, Feathers and From Darkness Comes Light - b/c he will either kite us or has 240k absorb every X sec with penance (shield => stop penance after first tick => shield again). A good disc sits at 80%+ HP against us in a duel without really using casts. We don't have a short burst cooldown, so he can line up his defensive cooldowns with our burst cooldowns and without them he isn't under any dangerous pressure. If he uses Glyph of Reflective Shield we die before he dies, just because of our own damage and his double shield. On PTR any other melee creates more pressure on a healer than we do. Our average damage might be comparable at times, but we haven't accounted things like: Necrotic strikes, Skull Bash Mana debuff, offensive purges, Spear Hand Strike silence, etc. Creating pressure is not only about having a good average damage. Most of these changes work in PvE but in PvP we're still lacking the "pressure" effect. I talked with Seven about this a few days ago, I think the Battle Fatique/MS Change was a big.. big.. nerf.
“Warbringer now roots the target for 4 seconds instead of stunning them for 3 seconds. The 50% reduction to movement speed snare effect for 8 seconds remains unchanged. Glyph of Blitz will now cause Warbringer to root an additional 2 nearby targets.”
The idea is good but it’s too situational because we’re missing the complete charge stun. Charge is often used to interrupt casts (offensively/defensively), you cannot do it with warbringer b/c it only roots but doesn’t stun. In addition to the root there should be a 1 sec charge stun, otherwise it will be rarely used in arena.
“Enraged Regeneration now instantly heals the warrior for 10% of their total health (up from 5%), and an additional 10% over 5 seconds (up from 5%).”
This is a really good change and makes it competitive with Second Wind and sometimes even better (against bursty setups). It helps a lot on PTR, especially against bursty setups that burst you through Second Wind within one or two globals.
Removal of Shield Requirements
“Shield Wall no longer requires a shield. If the Warrior does not have a shield equipped, it will show a visual of an equipped shield.”
“Spell Reflection no longer requires a shield. If the Warrior does not have a shield equipped, it will show a visual of an equipped shield.”
Good change overall. It gives us more possibilities to use both spells and makes it more reliable. (no more double dip on latency, doesn’t reset swing timer, etc)
Hamstring is no longer on a global cooldown.
This is a good change but it is not enough in my opinion. We need improved hamstring back. Especially b/c of some movement buffs like Angelic Feathers (60% => 80%), it seems to hardcounter our 50% slow from hamstring. You won’t be able to touch a priest or his teammates except you have a root from your teammate or a stun. You dont want to waste shockwave to be able to touch him, you need it to stunn his inner focus or you want to stunn him when he doesn't have a shield up, but this situation rarely happens because he can simply kite you.
Shattering Throw no longer costs rage.
Good change, there are no drawbacks from it.
PvE Trinkets, PvE Sets and the additional "Pressure Effect" other classes gain from it
EDIT: PvE Trinkets got Nerfed.
Even though these trinkets are lowered to ilvl 512 in arena and their proc chance is reduced, they are still too strong for many classes.
We are just not scary, even if we have the trinkets. There is no psychological effect that says: Be careful, he is a PvE geared warrior.
On PTR equipset macros are currently bugged and you lose hp when using them, the old equip macros are bugged the same way they are bugged on live. Even though one could argue that we don't need a shield after the spell reflection and shieldwall change anymore, we still need it in some special situations (e.g. you want to D-up before a kidney or before a rogue opener or w/e).
EDIT: Dot and Slow are now separated.
The "One Shot Macro"
A problem with the current damage is already our well known "one shot macro". I've encountered ridiculous situations: If you play with with a str PvE Trinket and the 2 Set PvE Bonus, you can actually do too much damage (~200k slam crits in arena if you use everything at once). But other classes can do it basically at every trinket proc. In my opinion the duration of Recklessness, Skull Banner and Avatar should be halved but also the cd. We should not be able to stack Avatar and Recklessness. I think damage should be balanced so that cooldown stacking is not needed. If you have to stack cooldowns to score a kill our damage is either to low or we're doing something wrong. Stacking cooldowns to score a kill basically means, that blizzard could delete Avatar, Recklessness and Skull Banner to create one spell out of three - because right now, it is exactly used that way.
The Missing "Criticial Strike Chance" on Mortal Strike/Colossus Smash
On PTR I tried multiple gemming alternatives: full str, full crit, a mixture of both, full mastery, a mixture of all to get all socket boni. But without the full crit build I have encountered a serious problem: I am missing critical chance. In my opinion warrior damage always was dependend on his critical strike chance. If i go full crit, I sit at ~26-27% crit. To do decent damage we have to be enraged, have to have rage and hit a target with slam while colossus smash is up. In my opinion 26-27% crit chance with full crit gems is too low. In PvE you have buffs, etc. but these get purged/dispelled in PvP, so you cannot rely on the 5% crit buff from a mage. In my opinion we need these additional 5% crit baseline for MS and CS against other players. In PvP we do not have the option of constantly using Berserker Rage to get enraged on cooldown, because we need it to break fears, a gouge or w/e.
Overall our damage looks rather bad in 2v2 and 3v3 compared to other classes. We rarely can use the full uptime of Colossus Smash (get cc’ed, people blink/run away, use knockback, etc) – there are too many ways to counter it. Our damage looks good if we have full rage and are able to hit a target with Colossus Smash but when it is not possible it’s still weak compared to other classes (ferals, mages, locks, …). I think there are a few ad hoc changes that could be made to make us more viable on PTR:
- Give us Bladestorm Baseline,
buff its damage from 120% to 200%(EDIT: bladestorm dmg got buffed on PTR, but outside of cds it's still more a utility spell than a dmg spell.) and remove the Disarm immunity. This would give us a short cooldown burst and some utility. Replace Bladestorm’s old place on the talent tree with a single target stun (short cd, maybe 25-30 sec). If we also had imp. Hamstring, the single target stun could be an alternative in certain situations to shockwave. We do not need a oneshot macro, we need more consistent damage and a short burst cooldown/some utility.
- Lower the cooldown of spell reflection to 15 sec. Currently it feels that a good caster cleave has free rain on you. Before the spell reflection nerf, it felt as if you had some control over what hit you. Now (especially with the amount of instant spells) it doesn’t feel as if we have any control over it at all. Of course we have two interrupts (pummel/disrupting shout) and up to two stuns (shockwave/stormbolt), but only one of them helps us when we’re not in melee range. Spell reflection is easy to counter, so it’s rarely of any use against good caster teams (caster learned to juke it). If it gets juked, they have free rain on us for basically 50 seconds.
- Currently there is no tax for hitting a warrior. We have go defensive stance most of the time (especially if both dds hit us) and lose damage. We need a rage buff. Reworking the rage/stance system is nothing that can be done within a few weeks but there can be done some number tweeking: Buff the rage gained from MS to 20 (up from 10), etc. An alternative would be to make the T16 2 Piece Bonus Baseline for Arms/Fury and make it a buff on the Warrior: After successfully using Colossus Smash you gain 2 additional rage from your Special Attacks for 10 seconds. Half rage gain, but double duration - with the current T16 Bonus you run into the same problems as with the current Colossus Smash - you get cc'ed etc and it doesnt fit the warrior playstyle in arena at all.
EDIT: There is more to say, but I dont have the time right now. Edit will come back later.
Posted varellz on 11 June 2013 - 12:58 AM
Cobra Shot now deals 10% more damage. [Requires a realm restart]
Steady Shot now deals 10% more damage. [Requires a realm restart]
yes gimme that one time <3 ;D
Posted brosearch on 06 June 2013 - 06:09 PM
I want to start by clarifying that I have no personal animosity against Hunters. I am not the typical wow pvper who wants to see xxx class nerfed into oblivion because I have a long lasting hatred toward said class. Having said that, arena is totally unplayable currently because of Hunters. Yes it is unplayable; this is not an exaggeration. There is absolutely no chance of enjoying arena while hunters exist in their current state.
I am not making this post to whine about WOW or MOP. I prefer not to do such things. I am not going to make a long post about all the changes this game needs in order to have amazing pvp. I can deal with many absurd things happening in this game. I can deal with elemental shamans getting proc after proc and doing a ton of damage without casting. I can deal with mages not casting and doing crazy damage in a deep freeze. I can deal with feral druids hitting really really hard. I can deal with death knights having more trinkets than the pvp vendor. I can deal with a destro locks chaos bolt during their cds. I can deal with shamans having a 36 sec tremor totem. I can deal with psyfiend being extremely annoying. Clearly, there are many things in this game which present unique challenges. However all of the things listed above are avoidable and/or defendable. One of the key attributes among good players is their ability to counter imbalances such as these through the use of CDs, positioning, and coordination with their team.
That is the key point where Hunters step into a realm of God status. A Hunters arsenal is such that other players are entirely subject to the will of the Hunter. If a Hunter wants, he gets. If I beat a hunter team, it’s because he failed to beat me because of his mistakes. I didn’t beat him; he beat himself. I am being 100% serious here. With all that a Hunter can do, a loss on his part is his fault. Moreover, he could have done something different and there would be no way in which I could have beaten him. That is unacceptable. This is precisely why arena currently can’t be played seriously, and more importantly it can’t be enjoyed.
I won’t list all Hunter abilities. Rather, ill list the abilities or reasons why a Hunter is so governing.
1. The damage a Hunter does is far beyond high. This is the biggest problem with Hunters. The damage output they are capable of doing is not acceptable. It’s not healable in any way. You can’t stop it, and you can’t LOS it. Hilariously, the Hunter isn’t even the one doing most of the damage. His pets are the ones doing a majority of the damage, and those pets move like superman so you aren’t getting away. I am not sure why Hunter damage went up in 5.3, but it’s out of control right now in a big way.
2. Their control is instant, there is a lot of it, it’s ranged and it’s unavoidable. You can’t stop /cast [@focus] scatter trap, or /cast [@focus] pet stun thing, or /cast [@focus] silencing shot, and they can full trap off scatter or the pet stun OR the disengage 8 sec AOE physical root. Any hunter can land a full trap if he uses his disengage root, pet stuns a healer’s partner so they can’t eat the trap, or simply coordinates with his team. However he doesn’t even need a full trap for kills BECAUSE his damage is so damn high/instant/unavoidable. To make matters worse, they can Readiness and have access to scatter, trap and silencing shot yet again lol. In past expansions, if you ate traps, you could survive hunter cleaves. It’s truly sad but this is no longer the case. This just might be from a warlock perspective, but if I try to stand on my healer for the 3 secs scatter is on him, I’ll die before the trap even activates. Literally I have to gateway the instant they connect on me or I am dead. I can’t tell you how many times I have used my pet sac, unending resolve, fel regen and healthstone all right away, only to die through all of it as if I pulled a raid boss who one shot me.
3. The hunter isn’t controllable in any reliable way for the first few mins of a game. BM provides a trinket effect, they obviously have the regular pvp trinket, and they can readiness BM too. These are 3 ways in which the Hunter is able to free himself of any CC which enables him to assert his control and damage as he sees fit. If he wanted, he has other ways to avoid additional control attempts too, but I’ll just leave those out for now. Back to the point, you can’t stun a Hunters opener, or fear or blind it. He is going to be free period. This is a massive problem because he also has the other 2 arrows in his quiver as I mentioned above (his unreal damage and his puppet master like control). If the hunter wasn’t able to do insane damage to people, then he being free would be far less of a concern. If a hunter wasn’t able to control a healer so easily, reliably, and in a way that can’t be avoided, then him being free would also not be such an issue. However he does have all this damage and all this control, so giving him the ability to remain free to assert these things makes matters infinitely direr.
These 3 main issues combined are what make Hunters the problem they are now. 5.3 brought some changes that enable me to play my warlock in a way that is somewhat enjoyable now (I can actually do some meaningful damage). I would love to que 3v3 again, but every time I do there is an onslaught of Hunter teams who basically win by default. About 80% of all 3v3 teams have a hunter, so there is no escaping them. Additionally, it’s not just warlocks who get absolutely destroyed by these Hunter teams. When you are a God among mortals, you take everyone to pound town. NO class can really enjoy arena as long as Hunters stay like they are. I sincerely hope even Hunters themselves realize it can’t be fun like this. Lebron James wouldn’t go play basketball at the local gym because it’s not fun to play versus those who stand no chance at winning.
I challenge anyone to go watch some streams of 3v3. You will see how prevalent and utterly dominant Hunters are. Even vs. top players, they impose their will with little to no effort. I know blizzard isn’t a fan of pvp only fixes but I don’t see any other way in this situation.
Their damage needs to go way down, the BM trinket effect removed altogether, and their control must be reduced (maybe make a target immune to scatter if he has been silencing shot and vice versa). No class should have it all. If nothing is done about Hunters, this season is completely lost. There is no debating that fact.
Thanks for your support and consideration.