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inhume

Member Since 28 Dec 2007
Online Last Active Today, 02:50 AM
*****

#4432496 S17 versatility gear only available from RBGs & Ashran weekly

Posted latturalol on 07 June 2015 - 03:02 AM

it should drop a token from the box each time that you can take to the versatility gear vendor in ashran for revered + players only, then its not so bad...


#4427222 BANNED

Posted Noxnoxnox on 20 May 2015 - 07:45 PM

View Posttunaxhero, on 20 May 2015 - 07:42 PM, said:

do people even read all this shit?

gotta do something at work


#4426432 BANNED

Posted Kettu on 19 May 2015 - 03:36 PM

View PostNicholaes92, on 19 May 2015 - 03:04 PM, said:

If someone ques bgs and have their time ruined because of bots because they are trying real hard to win then they shouldn't que random bgs in the first place.  That's a place for fucking around.  So you really need to stop comparing bgs to arenas it's seriously retarded.  When you bot bgs, at the end of the day ..
You do realize the point of PvP is to get to play against other people?
If you prefer playing against bots / mobs, then can queue fucking Onyxia.

Thanks


#4424131 BANNED

Posted Mattadoro on 14 May 2015 - 04:34 PM

never gets old

Posted Image


#4423741 BANNED

Posted Quinnsley on 14 May 2015 - 05:47 AM

View PostGlink, on 14 May 2015 - 05:41 AM, said:

This.

I dont really see a problem with botting to level, or at least it should just be a warning. The retards saying "people who bot lvling are just as bad as kickbotters" piss me off, its like saying weed is the same as meth. Delusional 1500 random bg fucks.

It doesn't matter if you think leveling bots are a problem or not. Everyone CLEARLY knows that you can and will most likely get banned for botting. I mean, jesus.. it wasn't that long ago that the archeology bot resulted it tons of bans. The fact is, everyone knows you can get banned for botting, so don't be surprised when you do.

I might not have a problem with speeding, but I just got a speeding ticket. For some reason the highway patrol man wasn't interested in my opinion that speeding wasn't that bad... imagine that.


#4417446 Damage is actually too low

Posted Nicholaes92 on 01 May 2015 - 03:09 PM

View Postinhume, on 01 May 2015 - 02:38 PM, said:




I don't even know how to reply to this. I just showed you that the warlock's dps will change based on the number of targets and how much damage reduction each one of those targets have as they can off dot opponents. This will change the ratio between rogue &warlock damage as the warlock will always have a higher potential amount of damage possible with more targets. The total amount of damage reduced will always be higher for a warlock in comparison to a rogue once you pass a certain threshold. To claim that rogue and warlock damage ratio is the same at all times is just illogical.

View Postinhume, on 01 May 2015 - 02:38 PM, said:




I don't even know how to reply to this. I just showed you that the warlock's dps will change based on the number of targets and how much damage reduction each one of those targets have as they can off dot opponents. This will change the ratio between rogue &warlock damage as the warlock will always have a higher potential amount of damage possible with more targets. The total amount of damage reduced will always be higher for a warlock in comparison to a rogue once you pass a certain threshold. To claim that rogue and warlock damage ratio is the same at all times is just illogical.

Well there is no real point in leaving a variable for number of targets for locks if we are trying to test how a blanket damage nerf is going to effect each class.  The number should always be 3 because every other aspect of the game doesn't matter when we are talking about arena.  So the number for how much dps a lock is doing in arena should always be gauged off of 3, so in your example if it's 4k dps per off target and 5k for main then the dps of a lock will be 13 k dps (on paper).  And if a rogues is 10k dps and the locks is 13k then no matter what percentage of nerfs you do the ratio will be the same.  If you are adding in the number of targets as a variable as if 2s 5s or rbgs matter then you are doing it wrong.


#4414500 [Serious] What does wow need to be good again?

Posted Anboniwow on 24 April 2015 - 09:17 PM

Increase sustained damage.
Tone down offensive cooldowns.
Tone down heals.
Tone down defensive cooldowns.
Tone down some CC breakers. (extra trinkets)
Tone down instant CC.


#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.

@15kdps

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...


#4400068 Battle Fatigue-like effects: Bad or Good?

Posted Fizion on 13 March 2015 - 04:11 PM

Battle fatigue on my eyes goes up to 60% after 10 secs of trying to read it (and I really want to read it, too).


#4399544 Feral and Hunter Nerfs Inc

Posted Nogahn on 12 March 2015 - 01:40 PM

hey smarts asses :) those nerfs are obviously a PALA JUNGLE NERF :)

1: reducing the rdcls incarnation dmg by a bit (on top of those 10% dmg reduction)

2: tranqshot nerf does mean you'd wanna play with a shaman or priest maybe (hpala/ret/mwmonk also got buffed by that change)

also: i agree with dilly... feels like blizz is forcing us in a single specc again (sv 100fokus = 2 tranqs / mm 120 = still 2 tranqs / bm during bw 120 = 4-5 tranq without a trap, 6-8 with a trap during bw)
but this way you see blizzard doesnt know shit... bm burst is kinda too high(5frenzy+crows/barrage = you can kill every minute; OP or OK it's up to you but w/e) they just made hunter even more retarded then before GJ BLIZZ

now all i have to do is dmg :) since purging isn't worth it at all


#4329588 State of arena

Posted Lolflay on 02 January 2015 - 11:20 PM

View PostROKMODE, on 02 January 2015 - 11:16 PM, said:

melee cleave is always  the worst meta

I'd actually take melee cleaving over wizards anytime. 40 yard classes pussying out at max range, going in a few times if they think they can score a kill, then back to 40 yard tickling each other until CDs are back up ? Fuck off.


#4319127 Over dramatized thread/posts/complaints

Posted Forumz on 26 December 2014 - 09:54 PM

Wtf dude, AJ is all about emo bullshit.


#4211068 ESL ruined PVP Community more.

Posted Nmplol on 18 September 2014 - 05:32 AM

ESL just helped show the world the true colors of the highest WoW players. I've said it for a while now. WoW has the most toxic and most egotistical players in it. Without proper parenting or a good moral compass you end up with these people.

I suck at arena pvp, but I thoroughly enjoyed this.


#3897205 Why are top Rogues so lazy

Posted jones_ on 10 June 2013 - 06:26 AM

Inhume I miss you buddy


#3809103 Double/Triple PvP Trinket charge up idea

Posted Bigmoran on 21 November 2012 - 09:45 PM

Posted Image

Shamans already have a 2nd trinket on a 54 second CD ; {D

In all seriousness though, it's already difficult enough for balanced comps to score kills on comps like sPriest/Mage/Healer & sPriest/Warrior/Healer.

Giving those classes an extra break would make it even more difficult to chain CC and score kills.

Another suggestion might be giving classes a seperate PvP trinket on a different cooldown. One of them could be used for Fears/Polys while the other could be used for Stuns/Roots/Silences - similar to PvP trinkets Pre-BC.




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