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Member Since 14 Apr 2009
Offline Last Active Jun 26 2014 02:54 PM

#4138967 Arena123 targetting actually hurts arena

Posted inhume on 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.

#4139084 Arena123 targetting actually hurts arena

Posted Nadagast on 10 June 2014 - 10:28 PM

Even though I abuse the shit out of them, I agree that arena 1-3 binds are not good for the game.  They reduce the importance of court vision and contribute a huge amount to keybind bloat.  I hope they do something about them in WoD.

#4139063 Arena123 targetting actually hurts arena

Posted Lolflay on 10 June 2014 - 10:16 PM

OP is completely correct, clutch CS's and other stuff back in the days when everyone clicked Gladius/tabbed stuff were actually exactly that - clutch. Now a chimp can simply lock someone without a moments thought.

Its removal would also fuck up all those braindead warriors and hunters who use arena123 for all of their crap, thinking they're actually good for doing it, and would force them to drop their current target and actually bother targetting something, CCing it and THEN moving back on their target of choice.

#4127252 Second Armageddon team list announced, thoughts?

Posted Glink on 25 May 2014 - 02:13 AM

View Postanneeh, on 24 May 2014 - 11:24 PM, said:

The amount of buttons does not make for a more complex class.

It's the "crap I missed my trap, nm got wyvern", and the fact that hunters can do a pretty much uninterrupted pve rotation. :]

All in all there's little finesse, you just can't argue in that
Except wyvern is dispellable by shamans (via tremor), druids, paladins, monks, lasts 6 seconds (as opposed to the 8 from trap) and has a 45 cooldown.

Trap is on a 30 second cooldown, and there are about 500 ways to prevent it aside from just easily eating it as well.

Mage, Warlock: spammable 8 second CC that has no cooldown.

Yeah man, so much skill to cast a poly until there ar eno more kicks or with cross CC, or you know, just PoM it.

Is wyvern dumb? Yeah sure, but so is so many other things in the game, casters are 10x more aids in every aspect than hunters or any physical class imo.

#4124483 What is wrong with ppl

Posted Regent on 20 May 2014 - 11:52 AM

I think it mainly comes down to people understanding the game better now.

Basically, most people who have been over 2400 "understand" how matches should go.

I can sit there and tell you almost exactly what the enemy will do, how they will chain their CC, who they will go on.

When you basically know what your enemy will do, and they don't stray, you should be able to formulate ways to counter it.

The problem comes from when you know exactly what the enemy will do, when they will do it, and you can do absolutely nothing to stop it.

Comps like LSD, LSD2, Godcomp - you can know what their plan is, you could literally be listening in on their skype convo, and you could do nothing to change the outcome. They could play severely worse than you and still win, thats why people have such a problem with the game. Unless you are playing the right comp to counter them, you can outplay them ten times over and still lose.

Its not like this is a new problem, but its pretty bad at the moment.

#4124339 [Bigmoran Video ft. Kettu] Crash Course - Hunter (BASS BOOSTED REMIX)

Posted Bigmoran on 20 May 2014 - 04:47 AM

havent posted here in a while. blizzard made some type of hunter tutorial, thought they could do better

pls rep if helped

#4117568 Make Junkie 2400+ again

Posted Saikx on 10 May 2014 - 09:54 PM

View PostNeosaurfang, on 10 May 2014 - 08:48 PM, said:

Hi, regarding how high the current rating in 3v3 are, please make 2400 rating junkie status again, i can understand lowering it at the first seasons, but right now 2200 is barely duelist.

Posted Image Posted Image

#4029793 Tosan Arena - Galaxyfist 2 (2600~ Windwalker PvP)

Posted Marshmellow on 11 January 2014 - 05:10 AM

Posted Image

Tosan is my favorite

#3928077 Trying to put these stupid accusations to rest

Posted flannelsoff on 18 August 2013 - 10:47 PM

View PostTosan, on 18 August 2013 - 10:08 PM, said:

Rositajones is just pissed I put him in Galaxyfist 1, GET OVER IT MAN!

Everyone Hates you TOsan, you're a stupid and jealous prick. You try to bury your insecurities but you are so delusional that all your insecurities are unleashed and we can all see them blatantly.

Get out of that gaming house, we saw the first day there every time you tried to speak Reckful talked right over you!!


#3928082 Trying to put these stupid accusations to rest

Posted Conradical on 18 August 2013 - 11:00 PM

oh my god can we all just talk about how stupid the orbs are instead?

+rep if this helped

+rep if it didn't help

#3927750 Trying to put these stupid accusations to rest

Posted Conradical on 18 August 2013 - 05:06 AM

dunno anything about bots or cheating - and i know this isn't the fault of any player - but...

what a disgusting class. an instant cast with a lowered GCD being the highest HPS??? wtf??? summoned orbs should have a 1.5s GCD (unaffected by haste) and heal for 50% of what mastery orbs heal for.

yo blizz holla@me when you want help balancing your game (that won't affect PvE). you have my email :duckers: :duckers: :duckers: :duckers: :duckers: :duckers:

#3919653 Fuck off, wizard cleave and Blizzard

Posted spaceship on 29 July 2013 - 08:23 AM

View PostKoshimo, on 29 July 2013 - 06:59 AM, said:

lol this is why i basically stopped playing, you can literally have like 80% damage reduction and still die somehow.
I think this is part of the problem. People don't actually realize why they're dying and arena is too fast-paced for most to react. The mage has every buff in the game up:
  • Incanter's
  • Relic of Yu'lon
  • Insignia
  • Lightweave Embroidery
  • Synapse Springs
  • Blood Fury
  • Jade Spirit
  • Alter Time
That warrants instant cooldowns or peels as any class and not just paladins as Zilea would have you believe.

Obviously it's not really excusable that one player is capable of that much burst, and this video just highlights a much larger issue. Blizzard really needs to address all of the procs and damage-increasing abilities that many classes are able to stack together.

#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.

#3891503 Arena is kind of ridic right now

Posted Radejjj on 25 May 2013 - 02:29 AM

View PostDjandawg, on 25 May 2013 - 02:14 AM, said:

Numbers are way off, especially EU. TBC had it's own difficulties, which I cba listing. Just don't judge the state of the game and its difficulty; 6 years after TBC, when you play a game that is practically solved and every tiny bit of information that could give an edge has been shared through youtube channels, instructional videos, streams and amazing addons etc.

That's definitely something I think a lot of people overlook when they say skill doesn't matter as much anymore. The skillcap in this game isn't like starcraft, it isn't THAT high. EVERYONE is significantly better now then they were in tbc. What was skillful in tbc is expected now at pretty low ratings, Ive used this example a few times in this thread because its a good one, sapping off blinds, or any kind of cc really. That was skillfull in tbc, now it's something that everyone just does, because everyone is better. Be it because of addons, guides, or 24 hour streams by top players, the game isn't necessarily worse, people are just better at it.

#3891494 Arena is kind of ridic right now

Posted Radejjj on 25 May 2013 - 01:57 AM

View PostLolflay, on 24 May 2013 - 10:36 AM, said:

No nostalgia here in question. SL/SL warlocks had multiple ways of getting beat, both for 2s and for 3s; 4pc/4pc rogues weren't nearly as OP as anything that followed in next xpacks; stormherald was only really good during s1; dispel system was there for a reason when it came to druids. EVERYTHING could be countered except a really really good rogue with full pve gear, and even then - if he overextended like a dickhead he'd still get dropped.

And you saying "Glad was never particularly hard" makes me believe you're one of those people who diss TBC just to diss it. If you were any good during that period, you'd see that there was actual competition back then.

I don't know what game you were playing where you think  EVERYTHING had a counter, by the end of s4, resto druids were on close to 90% of 2s teams, and 80% of 3s teams, s4 resto druids were literally more op then s9 resto shaman or s5 dk's. There were quite literally, double resto druid 2's teams that got glad in s4 because they just could not lose, and stayed until you left. I could be remembering this wrong, but I think stormherald had 127 dps on it, and s3 weapon had like 134, + stormherald had the stun, so it was definitely good until at least through s2, and during s3, not to mention mace stun in general. Also windfury/sword spec was cool. Sl/sl was uncounterable when drain life/siphon life were not affected by ms, so they could just drain tank melee and not die, i dont remember if that changed in s2 or 3, unless of course you had your 300 shadowresist BT set, HARP rogues were one of the dumbest things this game has ever seen, then warglaive/ 4piece/4piece rogues just pve'd unhealable damage into you, double healer drain teams were the most aids thing in history of this entire game. I'm in no way trying to say the game is better now then it was in tbc or wotlk, just that the game has always had horrible balance and always will.

I'm not "dissing tbc just to diss it," I enjoyed the hell out of it, but I can can see it for what it was, the same imbalanced shit this game has always been. Its like people who nostalgia Vanilla, vanilla was fun as hell but looking back it was riddled with obscene problems.

View PostDjandawg, on 25 May 2013 - 01:29 AM, said:

no no, it was more like 3 million spots.

In s3 there were 250 or so glad spots in 2s, 150 in 3s, and 50-60 in 5s, on almost every US bg, compared to now where there is 1 5s spot per bg and 10-15 in 3s everywhere but bloodlust. If i remember correctly, glad cut off in 2s on Vengeance in s4 was like 2069, which barely even qualified for the weapon, and not even for the shoulders. I dont know how anyone can honestly say glad was harder in tbc when their were more people getting it on each bg then get it in all of North America today.