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inhume

Member Since 28 Dec 2007
Online Last Active Today, 11:35 PM
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Topics I've Started

Damage is actually too low

23 April 2015 - 04:11 PM

Here's the biggest problem I have with WoD, no one dies in a normal scenario.  The meta has become an ughfest of comps with a lot of control and burst kills. Unless you have a burst cooldown up with the entire opposing team cced, you are not killing your anyone. The top 2 healers have too many cooldowns to save their team and damage from spread pressure comps ( do those even exist anymore? ) is non existent.

The simple fact is, the damage from warlords is too low from steady pressure. Ever since the implementation of the 10(or is it 15? I can't remember) % damage reduction from trinket bonuses, spread pressure or steady pressure comps became non existent. Do you ever actually feel like you can kill someone in an arena game without a cooldown (killing spree, comet storm, crows, incarn....etc)? The answer is no. I believe that the stance that needs to be taken is to nerf the high damage abilities in pvp to reasonable amounts and let the regular damage hurt everyone.



TLDR: Buff regular damage nerf burst

Non-dampening games

09 January 2015 - 04:24 AM

Is there any 3v3 games that don't go to dampening these days? Just seems like a pretty general trend.

Over dramatized thread/posts/complaints

26 December 2014 - 09:39 PM

http://www.arenajunk...this-real-life/

http://www.arenajunk...out-kidneyshot/

http://www.arenajunk...-from-the-game/

http://www.arenajunk...h-this-picture/

http://www.arenajunk...ewmaster-monks/

http://www.arenajunk...at-rogueslocks/

Now, I'm all for some of the points these threads make. What i'm not for , however, is the lack of critical thinking, bashing, whining or dramatizing of the point these threads use. This kind of posting shouldn't be on a forum that's supposed to be composed of better players. I understand there's going to be teenage children who think they have to join some sort of crowd of bashing &whining but good lord, this sort of posting is just sad. It's non constructive, there's no idea of feedback or change. It's just being used as some sort of facebook status /emo bullshit.

TLDR: Stop posting your emo bullshit.

PvP reward or ladder system flaws

27 August 2014 - 04:58 PM

Now , this isn't an attempt to discuss balance or which class is overpowered. This is more of an attempt to see what other flaws people see in the current system and how they would go about attempting to fix said issues or bring light to the issue.


Conquest Capping
This system is just horrendously flawed in the implementation as it causes the better or higher rated you are in the game, the longer it takes you to complete the task. No other system in the game works like this. You are rewarded for the difficulty that you play at with more points but you are punished with the amount of time required to cap. Not only is here the chances your games will be harder and longer, you are also required to play more to maximize your cap for the week.

How to help the issue
Go back to a winning % based reward system for amount of conquest rewarded. Blizzrd can decide on the amount of the games they feel is good for capping.

High Rated queing
Where the highest ranking players even find an incentive to queue is beyond me. Punished for playing against lower rated players, gear/conquest point reward leaves after approximately 2 months and the toxic enviroment of the community causes a whole lot more issus within the system to queue(Blizzard can't fix this issue).

How to help
Vanity awards that cost huge amount of conquest /rating, something other than the gladiator/rank 1 title (makes it harder to sell as a boost as it exposes the person more due to amount of playing by another person). Transmog dyes (should be easy to implement  since the technology existed in DaOC).


Just seeing what other issues people see.

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.

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