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Member Since 23 Feb 2009
Offline Last Active Today, 02:31 PM

#4444199 Jahmilli: Living Bomb

Posted Raikufail on 28 June 2015 - 12:32 AM

Good post but I am not really for the idea of living bomb I hate it and it makes me feel like I am playing a warlock. After they made living bomb better than frostbomb in s12 mage got really boring for me.

#4443191 6.2 DK changes & discussion thread.

Posted Jim_Jim on 26 June 2015 - 05:56 AM

Did you really expect to be a viable, attractive, and even op class? Let this to the traditionnal one, see? No hotfixes after 2 days for them, just pure damage buffs.
Thank you Blizzard to make my 2 years mates happy to be more than viable for 2 days after years of mages, warlock, ele shaman, rogue, and recently hpal domination.
If this nerf pass the testing phase, there will be no reason again to pick a dk in your team. Unless you want to be constantly frustrated to not play with something which deal more damage while having 100x more utility and assist.

#4369649 Is Holinka the worst thing that happenned to WoW PvP ?

Posted ImSoAesthetic on 24 January 2015 - 12:54 PM

He joined Blizzard in summer 2012.

MoP has been a complet piece of shit since the beginning to WoD ...
WoD is the exact same thing as MoP or maybe even worse
Oh well, he added Swifty NPC and Bajheera NPC, yeah nice change ...
He had to make arena cross realm and everything because the game came very unpopular in PvP/Arena
They also had to merge realms together because customers keep de-subbing ...

We blamed a lot Greg Street aka Ghostcrawler but the game was 100x times better, popular and funnier when he was doing the designing ...

Just take a look at the WoW ladder, 90% of the pro players from cata, wotlk etc ... stopped playing, now there is only tryhards or nerds still playing it.

Just take a look at Twitch TV, during WoTLK/Cata WoW WAS ALWAYS ON TOP WITH A TON OF VIEWERS because the game was funny and enternaiting.
Now game such as Minecraft, Fifa or Call of Duty have better public/fans lol
Actually if WoW still have a bit viewers on Twitch, it's because of the Streamers such as Soda or the whores showing their tits etc ... Viewers enjoy the entertainement of the streamer, not the game.
When guys like him will move to another game, WoW won't even appear on the first Twitch Page


#4436831 What do you prefer?

Posted Seu on 17 June 2015 - 03:03 AM

View Postdrzy, on 17 June 2015 - 02:01 AM, said:

rmp wrath mirrors

nothing else matters

It wasn't just wotlk rmp, but thats a good example of a matchup that has all the attributes to make this game enjoyable.

What makes arena matchups good:

- kill opportunities nonstop from start to finish
- no downtime or slow points
- unpredictable, have to stay on your toes
- nearly every "play" matters, and contributes to the outcome of the game

What makes arena matchups bad:

- kill opportunities dictated by cooldown availability
- "downtime" during games where nothing is happening
- predictable
- tons of plays dont matter, and dont contribute to the outcome of the game. you spend a lot of time wasting time and waiting for meaningful "windows" to open up again

doesnt matter if the game is high damage or low damage, slow or fast, as long as everything im doing in the match is meaningful and there is a chance that my team can die or set up a kill at any point throughout the entire game then I'm happy

#4435883 This Fabio guy..

Posted Niezeremake on 15 June 2015 - 11:26 AM

very good blizzcon player

#4435208 CC/burst with WoD

Posted ProdeGaming on 13 June 2015 - 08:55 AM

Posted Image

#4412457 6.2 DK changes & discussion thread.

Posted Jim_Jim on 20 April 2015 - 04:27 PM



#4406460 A day in the life of holinka

Posted Sevre on 03 April 2015 - 04:15 AM

  • Get up and go to work,
  • Sit at desk,
  • Drool,
  • Go to lunch,
  • Return to desk
  • Drool more,
  • Go home,
  • Have dinner,
  • Reply to twitter,
  • Go to bed.

Prove me wrong.

#4405282 Four Years of Tears

Posted Nadagast on 27 March 2015 - 06:36 PM

View PostAvengelyne, on 27 March 2015 - 03:41 PM, said:

last edit: Blizzard should ask themselves: What would make arena better? Answer: More comps, and toning down out-liner comps, one small hotfix at a time.

I actually think this is the exact wrong answer.  Balance is not the main problem with arena.  There are balance issues, sure, but the problem is that the changes over the years have led to gameplay which is far too scripted to be fun.

More viable comps, more balance, these are red herrings which we as a community have tried to chase for way too long.  Arena was great even when only a handful of comps were viable, because the comps really played dramatically differently.  Making everyone the exact same and then proclaiming that every comp is viable is a pyrrhic victory.

#4404142 Four Years of Tears

Posted Dizzeeyo on 23 March 2015 - 08:42 PM

View PostNaraga, on 23 March 2015 - 05:49 PM, said:

How is this what people ask for?
you realise they don't just randomly make up changes

every change they make is based on an interpretation of what people ask them for

its just that 99% of the time people are idiots and ask for completely the wrong things, because they misunderstand what the real issues with pvp / arenas are - then they get an interpretation of exactly what they asked for, and complain because its not what they expected

View PostAbidalzim, on 23 March 2015 - 08:39 PM, said:

90 % of the changes made from wotlk  to WoD were at some point proposed on AJ by multiglads.

View PostXinowl, on 23 March 2015 - 07:50 PM, said:

I lol'd so hard at this.. Thanks :D
i would have lol'd so hard, but realised he was talking about turbo struggling to kill people, so it suddenly wasn't funny :)

#4403822 damage so high

Posted Freshqtz on 23 March 2015 - 12:46 AM

Damage seems higher to you cuz all those dampening games probably inflicted real damage upon your brain thus making you delusional,  might wanna go see a doctor.

#4403796 damage so high

Posted Nicholaes92 on 23 March 2015 - 12:15 AM

I got £5 that says you're retarded.

#4402392 Why the 10% damage changes make such a huge difference in gameplay.

Posted Vadren on 19 March 2015 - 04:25 PM

So after damage being nerfed by 10%, and then with it reverted, I feel like a lot of people are confused about why it makes such a huge difference in match duration and overall feel of arena... Maybe even Blizzard. Some people may expect that 10% less damage means it takes 10% longer to kill an opponent in arena, but this isn't the case.

TLDR: Blizzard doesn't always think enough about what they're doing and sometimes it shows. The 10% damage nerf can increase match duration by a lot, while still not fixing the burst issue of some classes.

Disclaimer: This is napkin math without any real data. It does nothing more than illustrate the kinds of problems umbrella changes in %damage can cause and doesn't prove that the hotfix did cause these sorts of issues (although anecdotal evidence would suggest that it did).

The following is a time to live (TTL) graph and it shows how long it takes a player to die given a specific amount of health, dps and healing. The basic formula is:

TTL = health/(damage per second - healing per second)

The following is a graph with Dps along the x axis and TTL on the y axis in seconds. I've chosen some arbitrary values for health (300k) and hps (10k).

Posted Image

It's clear from the graph that below 10kdps TTL is infinity, which should be obvious because if you do less damage than healing then you aren't killing anything. The major take away from this is when dps is very close to hps, then very small changes in the dps cause a very large change in TTL.

The following graph shows the same TTL curve with the 10% damage nerf (in green):

Posted Image

Lets compare some values from the two curves.


TTL(prenerf) = 60s
TTL(nerf) = 85.7s

% increase in TTL = 42.8%

That's a huge difference in the time it takes to kill someone in arena. Of course the values I've chosen are arbitrary and arena is more dynamic, so lets look at some more examples.

If we consider a simplified situation using the most popular ideal match duration (from a poll in another post) of 4min and calculate how the 10% damage nerf affected this ideal.

Here I'm calculating how much more dps than hps to get a 4minute match.

(dps - hps) = 300000/240
(dps - hps) = 1250

Since we don't arena in a vacuum where healers are afk and people die to auto attacks over 4min we need a value for hps before applying the nerf. I'm going to choose the same an arbitrary hps value as before of 10khps. The amount of healing does affect the result.

dps = 10k + 1250
dps = 11.25kdps

TTL(nerf) = 300k/(11.25k*0.9 - 10k)
TTL(nerf) = 2400s, or 40minutes(!)

% increase in TTL = 1000%

Again, this is a very simplified situation using values I've invented instead of real data, but I think it illustrates the point. When dps is close to the hps then very small increases, or decreases, in dps cause huge changes in the feel of the game. However dampening would also prevent this from happening, but dampening shouldn't be relied upon to make the game playable.

In real arena matches dps isn't constant; it fluctuates. The above shows how much the nerf affected a low constant dps (i.e. without cooldowns or procs). We know some comps are scoring kills in 6s or less (god comp, jungle, combat rogues, etc...) Lets see how much the nerf affected these situations.

TTL(prenerf) = 6s
(dps - hps) = 300000/6
(dps - hps) = 50k

And choosing an arbitrary hps value of 10khps...

TTL(nerf) = 300000/(60k*0.9 - 10k)
TTL(nerf) = 6.82s
% increase in TTL = 13.6%

In this specific invented situation the 10% damage nerf only gave a fraction of a second of extra time to try and survive, which is less than a global.

The takeaway from this is that the nerf greatly affected situations that were already fine (constant damage pressure), and barely affected the situations that were out of control (burst during cooldowns for specific classes).

The safest way to blanket nerf burst is to increase health. Lets look at a 15% health increase (tldr it's going to increase the time for both situations by 15%)

TTL(burst) = 6s
TTL(burst, with extra hp) = (300k * 1.15) / (50k)
TTL(burst, with extra hp) = 6.9s

% increase in TTL = 15%

TTL(constant dps) = 240s
TTL(constant, with extra hp) = (300k * 1.15) / (1250)
TTL(constant, with extra hp) = 276s

% increase in TTL = 15%

However this causes an issue where % based heals are improved.

So what's the solution? Now that the 10% nerf has been reverted the game isn't really better, but a different kind of bad.

I have some suggestions:

1) Reduce the amount of guaranteed healing (instant heals, dps self healing, and abhorrent talents like ysera's gift and spirit bond)

2) Remove or change % health healing (warlock heals, conversion, and aforementioend ysera's gift and spirit bond)

These changes lower the amount of guaranteed healing making adjustments to overall dps less chaotic; giving more room for error when making balance changes. In cases where a class needs self healing as a survival tool then it should be counterable (casts), dispellable, or have a major dps tradeoff.

3) Adjust the burst of problem classes individually by nerfing burst cooldowns instead of making umbrella changes that affect every class and spec. Increase damage elsewhere to make the adjusted classes stay viable in PvE (this actually assures that a class still puts out decent pressure in pvp)

4) Finally some consideration should be given to changing dampening to some other mechanic that prevents matches from lasting too long. Much in the way that %dmg nerfs affect classes and comps different, so do %healing reduction during dampening. Also long drawn out matches that go into deep dampening aren't exciting.

Ok then. I actually find thinking about this stuff fun...

#4402028 This expansion so far

Posted Lolflay on 18 March 2015 - 08:57 PM

6.0 ( lvl 90 )

- oh ya, this seems like it might be a good xpack

6.0 ( lvl 100 )

- need to wait and see the situation @ full gear, this doesn't seem fun thus far

// full gear

- fuck this isn't fun at all, 10+ minute games, RMD, etc


- wow, this game feels fun again, who would've thought. Games end in 2-3 minutes, resto druids got nerfed, ferals and BMs hunters are retarded but nothing that few nerfs can't fix, healer diversity is becoming a thing, just nerf rogues and mages a bit and we're in for a very fun season




#4401772 Least favorite class to fight vs (6.1 post-hunter/feral nerf)

Posted Revolol on 18 March 2015 - 08:28 AM

View PostChanimal, on 18 March 2015 - 08:00 AM, said:

frostjaw polymorph

edit: forgot to mention flameglow blazing speed :)

Kick the poly....oh he's casting frostjaw....mass reflect?...oh he's casting poly again...now you have to sit 3x poly into frostjaw, glhf :)

Edit: although I do relish the times I actually get to do that. Most of the time I'm cheaped/bashed/cloned/novad/rooted somewhere I can't stop anything.