In which case having 5% more crit is totally going to help you because they'll have to dispel 5% more often and you're not going to do any significant damage anyway.
- Viewing Profile: Reputation: Deonto
DeontoMember Since 01 Feb 2009
Offline Last Active Today, 12:01 PM
- Group Junkies
- Active Posts 326
- Profile Views 4100
- Member Title Registered
- Age 25 years old
- Birthday November 7, 1989
Posted Hidden on 02 January 2015 - 08:19 AM
In which case having 5% more crit is totally going to help you because they'll have to dispel 5% more often and you're not going to do any significant damage anyway.
Posted Okayenhance on 21 December 2014 - 11:30 PM
Ever think that the meta of the game has changed massively with the reduction of CC and the increase of healers and casters casting that has made a spec that has garrote (silence), cheap shot (stun), kidney (8 sec stun), gouge (incap), kick (long lockout) and deadly throw to stop casting has made the spec too good at killing healers? Ever think that having a buff in your sustained damage while keeping an ability that makes you unpeelable and immune during your CDS (Killing Spree with Cloak after) and being unpeelable ever by snares because BoS might make you overpowered?
Ah of course not. Clearly its fine because it was around in MOP where every healer had umpteenthousand ways to instant heal and every caster had instant CC and instant damage.
Posted Dills on 19 December 2014 - 11:54 PM
Edit: I knew people would complain eventually about how broken survival is. Everyone was on the kill shot waggon at the start of the expac and now everyone is looking at survival.
Attention needs to be given to shit like an 8 second CC that you can dmg into and then just do another Drd version of it after. Combat rogue just completely deletes a healer atm.
12 sec trap is good but that's pretty much the only thing survival has going for it.
Idk having a mechanic that makes the game unplayable, or unfun for the other team is really silly, just ccs like this shouldn't exist, especially with traps being a lot harder to avoid now. Maybe survival could have it's bonus changed from instead of having 12 second traps, to having 20 seconds, or 24 seconds with freezing and ice traps not sharing cds with each other. It should still be a utility spec around kiting and peeling, but when it gets to the point that you just mongo trap>stun>retrap, it's a problem.
On top of that I think they need to do something about BM's purge. The fact that BM actually just uses crows+bestial wrath off cd, and then outside of that they just spam pet attack and tranqshot (hell yoske when I talk to him about BM says sometimes he tranqshots when they dont even have a buff up on them because it's better to predispel) and still do very high damage, mainly because 1) BM hunters abilities actually do jack shit for damage (using kill command, arcane shot, etc is a waste in all honesty, all your damage is just pet autos and crows since your mastery gives a lot of damage to both) and 2) You just have so many passive ways for focus due to your pet autos having a 15% chance to give you back 20 focus, which is enough for a tranq shot, and on top of that when you have bestial wrath up your focus costs are cut in half.
This makes 2 of hunters specs regardless of their strength have really flawed designs, regardless of their actual strength. Survival has an overabundance of control, and BM is a purge bot that spams pet attack. On one hand survival has a lot of options in it's play because of so much control, but at the same time it's way too broken if you use it properly, and it's a lot easier to do what's needed because the new trap design is flawed.
Personally I feel marksmans design is better for the game, especially if traps are adjusted slightly (smaller activation radius, current one is way too big and forgiving as well as it needing an arm time back into it at the very least for close range traps. You could potentially keep traps arming while traveling through the air, so that shooting a max range trap would activate on landing while still accounting for the 3 second travel instead of it taking 5 seconds to activate, 3 from travel and 2 from the arm.) The spec feels like it's balanced, and even though it's potential is somewhat limited to a few comps (Hpally jungle, and Rdruid thug with your rogue as sub), but the way those comps play out seems better for the game, since they rely on setting up 3v1s for kills, rather than the other 2 specs that either just shoot 420 traps a game, or the other that spams purge and afks pet on the kill target.
TL;DR blizz prob won't change something tho : ^ )
Posted Capers on 05 December 2014 - 02:22 AM
I'd rather be "plagued" with utility than have absolutely none lol.
Posted Braindance on 05 December 2014 - 02:05 AM
only changes i wish for:
- remove ww with a single target style just like ret has with crusader strike and the alternative aoe thing
- increase rage generation in defensive stance
-sweeping strikes not affecting ccd targets for example sheep.
-rework lvl 100 talents
Posted shunke on 04 December 2014 - 10:05 PM
"Warriors are fine, it's the other classes that are overpowered".
The difference between then and now is that at least then the class and spec were fun to play.
Only fun thing so far has been with prot and Spellnotifications addon that tells me what i purged.
Posted Zekrom on 24 March 2014 - 06:59 PM
General criteria to be considered "Scum of MoP":
1. For purposes of this thread, MUST have been relevant most or all seasons of MoP (12-15).
2. Ability to get decently or very high rated.
3. Less setup required for a kill.
4. Ability to easily produce high amounts of damage.
5. Extremely effective turtling
6. Extremely gimmicky kills (IE Swifty One Shots, 100-0 in Bomb, etc.).
7. Infinite, unbreakable CC chains.
I’ve gathered opinions from many different people, melee, casters and healers alike, and I’ve compiled their feelings on the comps that they felt met this criteria. I’ve also attempted to represent most of the classes equally, however, some classes have just been redesigned in Mists to play more like scum than others (see “warrior” and “hunter” versus “ret” and “priest”).
For those unfamiliar with any of the comps listed, I'll explain each a bit and why it’s placed here.
KFC ( / / )
My personal contender, KFC has been prevalent and strong seasons 12 - 15, with a small dip in prevalence in season 13. Warrior Hunter synergy has been undebatebly strong the whole expansion. KFC often had trouble beating some caster teams when they played with paladins, and by season 13 had started largely playing with Resto Shamans. The infamous "sham goat" strategy largely involves throwing all their instant CC at the healer while training one DPS target with heavy single-target pressure. Some will go on healers depending on the comp. Largely, a very scummy comp with a scummy strat.
LSD ( / / )
With heavy buffs rolling in for ele shamans in 5.2 and 5.3, LSD emerged as a strong caster comp beginning in season 13 and remains strong to this day. This comp has earned its scum status by being nearly unkillable plus having the rot with the RNG one shot from the ele. LSD has been favored largely by the addition of Dampening in Season 14. Many comps have a hard time being able to beat LSD, and the games generally always last longer than 10 minutes. No one enjoys facing LSD and it can be played at rank 1 levels.
Beast Cleave ( / / or )
Buffs to enhance in season 13 increased the prevalence of this comp and has made it strong ever since. With the strength of hunter CC and burst damage, combined with Ascendance one shot, beast cleave has been known to train mages to the ground and one shot them before hypothermia (Ice Block debuff) is off cooldown. However, Beast Cleave's high single target sustained damage and insane burst damage plus hunter's ability to perform a long CC chain makes beast cleave's strategy of training one target with intense damage fairly scummy. Beast Cleave is largely played to counter caster teams, especially mage teams.
Kitty Cleave ( / / or or )
A comp known to have virtually no CC and extremely high single target constant damage, Kitty Cleave's strategy is by all definitions of the word "scum". High rated and low rated kitty cleaves alike will all start on one target and finish the game, win or lose, tunneling the same target. Largely, they will train resto shamans who can't escape their grasp, or less mobile casters like shadow priests, or squishy casters like mages. Their CC abilities can generally be counted on one hand, shockwave, cyclone, and whatever their healer may bring to the table. However, Kitty Cleave's skill cap generally doesn't allowed it to be played at extremely high ratings, and its prevalence has varied largely throughout Mists.
God Comp (Shatterplay) ( / / )
Strong since the release of Mists and still to this date, God comp has been seen all throughout Mists, with the largest dip in prevalence during Shadow's week season (14). A comp with buttloads of CC at its disposal with high burst damage, God Comp has been known to CC the other team down to a 3v1 and burst and almost always force the other team's cooldowns or trinkets or both. This comp could almost always be played to really high ratings and is strongly disliked by the many teams it counters.
PHP ( / / or )
Gaining large popularity in season 13 and being a ret's signature comp since, PHP has been known to only land traps off Fist of Justice and pop all its cooldowns the second the trap lands, sometimes if it's not successful. The idea of the global kill hasn't been stronger, only being seen as strongly in beast cleave, and is considered scummy by all those who die in half a second from 50% to 0.
PHD ( / / or or Monk)
Being the go-to comp for a DK for the expansion, PHD was viable to rank 1 during MoP and was buffed mid Season 14, making PHD a team almost guaranteed to force cooldowns during the 30 second window that the DK uses his Gargoyle and Unholy Frenzy. The games are generally extremely short as someone is bound to die, due to a lack of peels that DKs have, or the just intense amount of damage coming out plus hunter and priest CC. Many healers and casters really hate this comp due to its high sustained damage and ungodly burst.
Turbo Cleave ( / / or or Monk)
One of "those" comps, Turbo Cleave has been more or less a good train one target comp throughout Mists, just like Kitty Cleave, and a few people have managed to secure decent rating as it. A fear class's nightmare, some people just really hate the idea of turbo cleave and wanted me to include it here.
RMD (RMP) ( / / or )
Emerging as of Season 13 again, the notorious RMP has been degraded strongly into a gimmick comp, with cheap shot/tricks/orb being able to kill something in a matter of mere seconds. Rogue mage synergy has become god-like again by the end of Mists, and RMP/RMD has reclaimed its position as a strong comp, but has more recently been noted as an extremely gimmicky one.
MLD (MLS) ( / / or )
“I just wanna play the game!” is probably the most common thing said when facing this comp. A universally strong comp, avoiding CC is nearly impossible when facing MLD/MLS, and as such has become hated by many. With a destro lock, the comp’s burst is extremely large and will nearly always force cooldowns. The idea of MLD/MLS being scum, however, is debatable, but some felt the need for it to be in this list.
WMD (WMM) ( / / or Monk)
Being “that” flavor of the month comp, WMD takes 3 overtuned classes and just pops damage with mage CC and cyclone to kill its target. Similar to KFC in design, WMD has been seen as being largely unskillful and thereby scum, especially considering that warriors and mages have not normally been two classes to synergize well at all, and just rely on pure damage to land kills.
Ele/Mage ( / / or )
“Did they even cast anything to kill me?” is probably the best question to ask when you lose to this comp. This comp is another that has taken 3 overtuned classes and put them together. Especially when playing with a holy priest, this comp completely embodies the “castless casters” that MoP has been known and hated for. For this reason, this previously nameless comp, comprised of more flavor of the month classes, has occasionally been referred to as names such as “instant scum” or similar.
TSG ( / / or Monk)
Last, but certainly not least scummy, TSG has actually been played at rank 1 levels and has been seen since the beginning of MoP. With the re-emergence of melee cleaves with monk healers by Season 14, TSG can commonly be seen at decent ratings. Many feel TSG largely exemplifies “no skill” as they brainlessly train one target and pop all cooldowns to force major defensives off the other team, and will eventually land a random kill from their intense single target pressure.
If you think I’ve missed something, please feel free to comment below. If your argument is compelling, I may include it here.
Posted ottishen on 11 March 2014 - 12:26 AM
Was it fine for warriors to have god-mode damage and better lockdown than a rogue for the majority of MOP or mages since the dawn of time?
People just hate dying to rogues, its been like that since Vanilla.
I don't understand THIS argument. Was it fine for warriors and mages to have god-mode damage and control? Of course not, and everyone apart from a small group of biased mages and warriors saw this and agreed that it was OP. You make it sound like no one said anything about it, but that is simply not true.
For some reason, a lot of rogues seems to be of the opinion that when rogues are really strong, people complain "because every1 hates rogues". What if I told you that it is because getting crit for 2x 150k back to back while being (close to) unpeelable is not okay for ANY class, rogues included? And an rng stun that could completely change the outcome of the game is also very stupid, no matter what class has it?
I just find it laughable when rogues tries to justify their class by saying that "no one complained about class x when they were op" when pretty much every thread since the release of MoP has been about what is currently op and that it should be fixed.
Posted kazuhmeer on 19 February 2014 - 10:47 PM
the change was to stop warriors from just button mashing and missing a pummel but then sitting there with another AOE INTERRUPT just waiting for someone to cast something it was a joke and im glad it was fixed.
not defending disrupting shout at all but
basically every good mage team just kills a warrior 100-0 without casting anyway. disrupting shout was only a real pain in the nuts because resto sham get so incredibly fucked by 2 kicks (who knew a class that casts). mages dont cast. seriously stop complaining.
Posted Seu on 19 February 2014 - 10:57 PM
Don't expect much development from WoW unless it involves the in-game store and more ways for Blizz to make money off of a game we already pay $15/month for...
I remember back when mounts were rare drops, rewards for random shit, etc... Now you just wipe your ass $30 and POOF you have your new mount, pretty epic!
Edit: I wonder what all the PVE people will do... They have already been farming the same content for months at this point, and there will be NOTHING new for over 8months, wtf?
wod arena and raid changes look incredible and I am all for them devoting the vast majority of their dev team to make it great, its pretty obvious there is no hope for mop anyway. the proposed changes arent just good on their own, they are a clear indication that blizzard cares about small scale competitive pvp again which hasnt been the case for a few years.
I cant believe anyone on this website would complain about blizzard focusing entirely on endgame pvp and pve content, and offering players a way to skip grinding levels to get there immediately.
do you really give a fuck if anyone buys a level 90? It just means when your friends buy the xpacs to come back they will be able to arena with you right away, and if you are too busy irl to grind a character up that you want to arena on you can just drop $60 and have it. its an old game and as a result a lot of us who play it are in our 20's now, with less free time to grind levels and more disposable income we can put towards ensuring the free time we have is enjoyable.
i honestly dont get the backlash with the buying level 90s, its not like being max level in this game is an achievement to be proud of anyway.
Posted Braindance on 19 February 2014 - 05:55 PM
Posted Variux on 29 December 2013 - 09:07 AM
Hey guys, I wanted to share a commentary video I recently put together on how to remove blood horror 100% of the time. I've been doing this trick since the introduction of blood horror and felt it was a good time to share it with the community.
Here is the link, WCM is currently down for me... but the link should work when it's back online.
Also, check out the full length video that inspired the commentary here:
I'm going to be extremely busy until the new year so I won't be able to respond very quickly; however, I will check back at least once to respond to any questions or comments.
Thanks, I hope you all enjoy and have a Happy New Year!
Posted irubuwrongtime on 05 November 2013 - 09:11 PM
When you don't have chain cc, just play d meaning try not to over extend for no reason and also help the hunter kite the dmg while you do your best to interrupt enemy chain cc on your healer, etc. Rule of thumb is best offense = best defense almost always.
My talent choice is juggernaut, second wind, disrupting shout, shockwave, MSR, stormbolt. I might swap shockwave with bladestorm against rmp(d) if I know I will be their main target. Bladestorming deep freeze or full stun on you is a game breaker in these match ups.
Vs mirror or warrior comps, you need to cross cc their warrior to cover your hunter's trap. Very easily done.
Stormbolt healer -> Trap as hunter scatters warrior so he can't intervene or MSR. Or the opposite way is to stormbolt warrior as hunter scatter traps.
Vs war/ele(enh)/healer, it gets a bit more difficult cuz you have to triple cc for trap. Something like stormbolt healer, scatter warrior, silence on sham. If you play against decent team, you will have to go through their trinket rotations until they have forced enuf cooldowns from your hunter as well. War/ele/healer can be a very strong counter vs KFC for this reason.
As for the choice of healer, both priest and paladin are very viable for KFC. I can't say which one is better because it really depends on the comps you face. Just have your buddy play the class he feels most comfortable with. That's usually the best way to go.
Hope it helped.
Posted Deeklol on 03 December 2013 - 05:22 AM
Posted Nadagast on 03 December 2013 - 06:49 AM