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#3905956 Arena Teams no More

Posted Braindance on 29 June 2013 - 05:05 PM


#3905950 Arena Teams no More

Posted Guest on 29 June 2013 - 04:52 PM

It'd be awesome if they made it so that titles were promoted daily instead of per season. That way when you achieve a new high rating you can login the next day with your new title. There would be active competition to be "rank 1" as well.

#3905920 Arena Teams no More

Posted Ayrasaurus on 29 June 2013 - 04:01 PM

I can't get over how awesome this is. If it's like League of legends or any other moba game where you get in a party and just solo que it would be so fucking sick. With a league system it might actually work.

Based god holinka returns.

#3905919 Arena Teams no More

Posted Woundman on 29 June 2013 - 03:59 PM

RIP in peace people who server transfer for rank 1. ROFL GET FK'd

Edit: Good morning.

#3905916 Arena Teams no More

Posted Feliclandelo on 29 June 2013 - 03:58 PM

View PostNickyEU, on 29 June 2013 - 03:36 PM, said:


Now I don't have to migrate to outland to find a team!

Except they are all alliance ;-)

On another note, who the fuck said Holinka didn't have it all along? I knew he would swing right back and fucking rape! Never lost faith in you bro!

#3905526 "Exciting pvp changes"

Posted Sabyth on 28 June 2013 - 06:10 PM

View PostNewton, on 28 June 2013 - 04:31 PM, said:

Well why the hell would you remove a feature already in place, seeing that you already have all the code and work done and working?That's just going backwards, isn't it?  I'm sure they wouldn't have to do much work to bring skirmishes back and people could finally stop bitching about it.
Remember when you could review every game with the damage and healing done and taken on armory?

#3905252 "Exciting pvp changes"

Posted Braindance on 28 June 2013 - 04:10 AM

It seems that there is individual rating for each bracket :o

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#3903378 More 5.4 updates

Posted Braindance on 22 June 2013 - 07:51 AM

View PostVirent, on 22 June 2013 - 07:49 AM, said:

They can just make predatory swiftness give clone a 0.5 second cast time. That way it'll be actually stoppable (pretty easily seeing as you'd be even able to predict it by them getting a proc) and it wouldn't be overpowered.
No - what they are doing with clone is mighty fine.

Cats don't even need cc. They have enough healing and damage already.

#3904921 "Exciting pvp changes"

Posted flannelsoff on 27 June 2013 - 09:56 AM

View PostGlink, on 27 June 2013 - 09:08 AM, said:

new pvp armor set $25 on blizzard store
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#3905118 PvP trinket setbonus - PvE trinkets gone for good?

Posted WildeHilde on 27 June 2013 - 08:37 PM

So, doing the match, 65% base resilience + 10% from the trinket setbonus.

1 - (1-0.65)* (1-0.1) = 68,5% damage reduction overall. Means the bonus is about as much as going from zero resilience gems to only resilience gems.

You are right. Decent but not overpowered bonus.

#3904885 Soul of the Forest for Resto.

Posted Cokesi on 27 June 2013 - 06:19 AM

Soul of the Forest

One thing that I've recently looked at, in light of all the new Resto Druid changes, is Soul of the Forest. I've seen next to zero discussion on it, and I don't feel like it's bad enough to utterly disregard. Obviously, Tree form is definitely great, and still most likely the best choice, but I'd like to start some discussion about this heavily overlooked talent.


-It affects Cyclone, Hibernate, everything. It makes most casts difficult, though not impossible, to kick. It feels a bit like casting Divine Light with Infusion procs. This seems really strong, and is the biggest appeal of the talent to me.

-It's a lot more passive healing, especially AoE. Using every SotF proc on Wild Growth against a constant-pressure dot cleave type team could make things significantly easier, even though AoE healing is already rather easy for Druids.

-Mana savings. Not that Druids really have mana issues. Ironically, I only run OOM in Tree form.


-Losing Tree form. Losing it is a pretty huge hit with the pace of the game currently, although maybe Disc/Hunter/X teams and the like will be less prevalent in the future.

-I believe the buff is purge-able, however it only lasts 6 seconds anyway, and you'd generally use it immediately.

-Possibly a bit less throughput if you don't use SotF procs on heals, since you'd probably want to reforge to a higher haste breakpoint, therefore losing some mastery. (theincbear.com/math/resto-haste-breakpoints has a table of the breakpoints).


-Soul of the Forest has been partially redesigned to make it more attractive to Balance, Guardian, and Restoration Druids.
  • Restoration: Now causes the Druid to gain 100% haste (up from 75%) on their next spell after casting Swiftmend.
(Note that 100% haste does not, in this case, mean an instant cast.)

In Conclusion

I believe SotF could be a viable option against certain comps in 3s. I plan to try it out, for a while at least, reforging to the ~4.1k haste breakpoint. Would this be the best breakpoint to go for with SotF? Also, since I'm not sure of the math behind it, would the 5.4 buff change the SotF breakpoints?

Has anyone already experimented with this talent? If so, how did it pan out, and how sorely did you miss Tree form? Which comp did you run, and which comps did it feel effective against? I encourage anyone who hasn't to give it a try for a few games and post about it here.

(One last thing to note, if you do decide to give it a try, is that using an NS+Heal/Clone/whathaveyou will consume the buff, so be mindful of that.)

#3903155 What rogues need to be competitive

Posted Ayume on 21 June 2013 - 08:07 PM

I would like to start by saying that I don’t think rogues are currently capable of competing at a tournament level setting. The reason for this is that rogues are incredibly flimsy, the kills we get are based on critting eviscerate and making sure our other dps is doing maximum +25% damage (via tricks of the trade and prey on the weak). Only one or two things have to go wrong for us to have next to no chance at winning.

Below are the buffs I think rogues need to be both more fun and competitive:
  • Sanguinary Vein now gives a +30% chance to Critical Strike Ambush and Backstab (in PvP only).
  • Hemorrhage now also increases the duration of our Rupture by 6 seconds(stacks to maximum  rupture duration)
  • Rogue PVP glove bonus changed to “Sprint now removes all roots and movement impairing effects when activated” (not immune)
  • Increased damage of backstab by 20% (in PvP only)

I’ll elaborate on the reasoning for each change:
  • Sanguinary Vein right now is a mandatory effect all rogues have to apply to the target and it feels quite unrewarding, the goal here is to make it feel like you –want- to apply rupture instead of it feeling like a chore. Both ambush and backstab really need to be criting or hitting harder, and the safest of these two options is buffing crit chance. This makes it easier to balance going forward since we can expect a 50% rate of crit on the ability and balance the damage around its maximum potential, instead of around its average non-crit.
  • Hemorrhage serves next to no purpose other than a way to drain energy if you can’t manage to get behind your target, in the past this was fine as it did about 10% less damage than backstab so it felt ok. Now it does roughly 35% less damage and costs 5 less energy, it really just feels clunky and not fun to use. My proposed change to it would help alleviate the exasperation of keeping 4 abilities up at once (Rupture, Slice & Dice, Feint, Recuperation) and also make it serve a good purpose in PvP.
  • The Rogue glove PVP bonus change is because rogues need a bit more mobility and I imagine that blizzard does not want to buff shadowstep, since it’s already the most taken talent and they want choice on each talent tier. This change could also be a glyph, which would make it more of a sacrifice and less of a buff since our glyphs are very tight as is (blind, garrote, cheapshot, feint). But rogues really do need a buff to mobility and I don’t feel like this change would be over doing it.
  • The increased damage to backstab in PvP is because backstab should be our primary source of damage, and currently it’s quite lackluster. A backstab right now on a mail target with Find Weakness and every other buff we have (glove bonus, pvp proc, sang vain, dancing steel) does about 35-40k crit. Now I feel that 35-40k crits would be fine WITHOUT find weakness and if we crit often, which we don’t. Majority of the time we won’t have find weakness on the target, and we have a 25% chance to crit. Right now my average backstab on cloth is 12k, on plate 8k, and the crits do obviously 24k and 16k respectively (which is absurdly low for it being our primary source of damage outside of eviscerate which I will go over below)

Ok so now that I’ve gone over the buffs, here’s what I think should be nerfed:
  • Subtlety mastery: Executioner needs to have its scaling reduced by 30% or so.
  • Prey on the Weak is now 7% damage bonus instead of 10%
  • Subterfuge reduced to 1.5 or 2 second duration

Reasoning behind these changes:
  • Eviscerate really just does a bit too much damage if it crits when mastery is stacked this high. On average against mail or cloth(with all procs and find weakness) I will get between 85-105k eviscerates crits, which I can then just immediately do again with mark for death, equating to a potential 210k in 2 globals. No one wants to see that kind of damage on demand. Sure it doesn’t always happen since our crit is low, but when it does it leaves the victim quite unhappy, and as a rogue I feel unsatisfied winning this way. Currently this is our only way of winning (what I aim to have change with these adjustments).
  • Prey on the weak is for the same reasons as above, but also to allow some choice in this tier, I really like paralytic poison, and I really like dirty tricks, but right now I can’t trade 10% damage for my partner and I for some fun utility. I like this tier and would really like it if it were more of a choice.
  • Subterfuge currently is broken due to a variety of reasons, the main one I can say for sure is that the victim cannot see what abilities the rogue is using, and another is that his partners cannot peel for him during it. With subtlety mastery the way it is a rogue can pop every cooldown in that window and get someone under 40% with eviscerate chain crits without even leaving stealth. Another problem is that AoEing a rogue in stealth and him having 3 seconds (more if you count vanish -> subterfuge) until he comes back out is a bit absurd, really I feel that you should be rewarded for guesstimating correctly when he’s stealthed. This will also allow more choice in this talent tier.

Feel free to chime in if you guys want, would be great to hear everyone else's opinion and refine this as needed.

#3903881 1000% damage increase buff on PTR

Posted fant0m8 on 23 June 2013 - 09:31 PM

View PostCovlol, on 20 June 2013 - 11:21 PM, said:

For Arena matches lasting longer than 15 minutes, one of the teams will receive a buff called Posted Image The Crowd Chose You!!! that increases damage, critical strike chance, stealth detection, and reduces damage taken. The buff is awarded based on the following criteria.

    • Team with the largest number of players alive.
    • Team that brought an enemy player closest to death (lowest health)

Thinking about it, won't this have the potential to reward disc teams more than other healers? In that they will keep people from dropping as low due to shields vs. letting the damage happen and then healing it.

Maybe it won't make a difference, but I really do prefer a more "equal sided" buff, like arena-tournament has.

#3903683 S13 representation statistics

Posted Braindance on 23 June 2013 - 05:40 AM


Also comes with approximate title calculator.

Still at beta stage - pls show your support.

#3903339 Remove MMR/achievements

Posted Braindance on 22 June 2013 - 06:13 AM


Remove MMR and statistics/achievements - revert to BC system


MMR lived its purpose during WotLK were the ladders were much more active; achievements don't show much anymore, since they were accumulated since 2008.

Both present an enormous barrier to the newer, ambitious generation of players that have a really hard time breaking into the established glad cartels. I have seen plenty a player that quit the game/stopped pvping because they reached their rating ceiling and couldn’t get further (but not their true skill limit).


             I.      Removing MMR

a.     Shorter queues – high rated players meet lower rated players and vice versa, with the same net effect on the speed with which team rating is gained (for the more experience players)

b.     Much harder to abuse. There have been countless examples of how MMR has been exploited in the past. I don’t remember such stories from BC, apart from the traditional win-trading

c.      Discourages team hopping. This might seem bad to streamers/high rated players, but it also makes lower rated players take care of their team, strive harder to maintain w/l and increases overall activity since you have to work harder for your rating. Also increases glad spots due to less disbanded/inactive teams

d.     Much harder to snipe due to (1)

e.      Effectively kills boosting, since it requires much more effort and time. This safeguards players from unemployed leeches that sell pixelated titles, and actually forces them to play the game themselves

          II.      Removing achievements/statistics

a.     Removes the huge barrier between new/returning players and current players

b.     Allows everyone to start with a clean slate every season

c.      Gives new players the chance to get to know other people instead of isolating themselves in cliques. Playing test games or facing someone in the arena then playing with him would become a thing again

d.     Makes player reputation on the server a better metric for ability/skill

e.      Becoming better becomes the carrot on the stick and not the achievement

f.       Forces higher rated player to take games more seriously, since rating is much more ephemeral than it is now

Share your thoughts and please make this thread open to members since they are the bulk of the pvp community