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Member Since 28 Dec 2007
Offline Last Active Jul 23 2014 07:40 PM

Topics I've Started

Make arena give more conquest points at higher rating

25 June 2014 - 05:48 PM

So the baseline starting point for arena wins is pretty low considering how high your cap can get to on newer characters or high rated players. My suggestion is this, start the base floor at 0 rating with 180 per win and scale it up to say, 720 (number can change, whatever they feel is balanced) per win at 2200+ rating. The games at the higher level are more intensive and can be more demanding of a player, so they should be rewarded for it in terms of conquest gain. Yes, we're already rewarded on a rating level but there should be an incentive to be rewarded at faster pace at higher ratings. The reason people tank their rating is so they do get rewarded at faster pace, why not just beat them at their own game and make it so at lower ratings do not give as much as the higher rating.

Arena123 targetting actually hurts arena

10 June 2014 - 08:44 PM

It's an interesting idea that's occurred to me recently, arena123 targetting is actually bad for arena. It gives the ability to gurantee that you will hit your desired opponent at anytime. This is regardless if you actually know where they are on the map or if they've just come out of stealth(insert some sort of you can't see me mechanic). You just mindlessly spam your mechanic to peel for someone, knowing that they are in arena1, 2, or 3 because they've made that mechanic available. It takes away from the awareness of the player of the position of the opponent and to target said opponent. It has made pvp become more like pve, where you press a macro to select the desired target for you (Think of all the boss fights were you make specific macros just to target a certain mob). It's lessened the value of focus dropping mechanics because people are no longer using their counterspells on focus as much because they are using arena123.

Note: I actually find that arena123 does improve gameplay in terms of ease of use but it greatly hinders the aspect of player capability.

Holinka tweet - https://twitter.com/...664935033090048

MMO thread +poll
A poll was put on that page by the guy who tweeted at holinka.

Armor, the outdated relic in PvP

26 July 2013 - 06:30 PM

Armor has largely become an outdated mechanic in PvP and it becomes even more apparent in 5.4 with the upcoming changes to warlock, spriest, boomkin...etc. They are losing their static damage reduction and gaining armor or other mechanics to compensate for this. When a pve change makes a huge change in mechanic swing in pvp, there has to be something done. Armor has been an everchanging stat in PVP and it has caused many changes throughout the game. Melee have gained armor pen, lost armor pen, had abilities change in regards to what they do in PVE and PVP (collossus smash/find weakness/sunder armor). RBGs made it more apparent that melee classes would never be strong on attacking flag carriers without some sort of armor pen/magic damage. It's time for blizzard to finally scrap this stat in favor of resilience in player vs player situations because it becomes easier to balance.

My suggestion begins with making resilience have two different values for physical and spell components. Obviously, there would be some number tweaking in regards to what would feel right for physical damage done as armor would no longer reduce the damage for physical classes.  It would also cause physical damage classes to deal an equal amount of pressure versus all teams, instead of strong on some and weak on others. It becomes quite apparent when a physical cleave gets on a warlock and causes a huge amount of panic. Meanwhile, it wouldn't be as much pressure on say a warrior or dk because they have armor. It has also already been built into warcraft lore with hero armor in wc3, so it would make sense in a lore sense.

This may take some time with tweaking the numbers of what is a good feel but the end result would be better for the game in the long run.