Jump to content

Chanimal

Member Since 28 Apr 2009
Offline Last Active Yesterday, 04:13 PM
****-

Posts I've Made

In Topic: Things hunter tranq shot can remove

23 April 2015 - 01:38 PM

this is a mess

In Topic: PvP Q&A With Holinka

16 April 2015 - 11:59 PM

[quote name='Cradienz' timestamp='1429225720' post='4410945']
Let's start then!

Not every class needs a Kick. Rebuke? Skullbash? PFFT.

Remember when Maim was added? Ferals were praising the lord they finally got a makeshift Kick!

Not every class needs a stun, and not everyone needs to have it on a 30s CD. Asphyxiate? Fist of Justice? Stormbolt? Shockwave? Throwdown? Cap Totem? Bash in any form? What is this?

As you said, not everyone needs to have magic dispel.

Warlock curses? Why does -Warlocks- not have curses? Isn't that one of the cores of what it is supposed to mean to be a Warlock?


Then you have homogenization of previous spec/class unique abilities:

Druid Blink?
Priest Vanish?
Hunter Stealth?
Blazing Speed for Frost??
Shockwave for Arms???


This ability prune removed almost nothing useful. Why do they charge head-on and remove every little thing that gives classes depth and then let complete nonsense abilities stay like Druid BLINK? (Who thought of this seriously).

Then you have nuisance abilities, things you just have with no purpose, that only serves to simply clutter the game and makes it annoying to play, which is what the prune should've looked at.

Examples: Dis. Roar, Burst of Speed, Subterfuge, Faerie Fire/Swarm, Blazing Speed for Frost, Ice Ward, Unbound Will, Gateway etc., the list goes on infinitely.

Then you have the passives:

Defensive Stance
Blood Presence
Spirit Bond
Flameglow

Why are these in the game? What can these abilities possibly add to the game? And why isn't it more punishing ot camp for example Defensive Stance? Why are you allowed to never exit it without losing the ability to use some of your offensive moves?

What about CC breaks? Icebound Fortitude, Lichborne, Nimblebrew, Desecrated Ground, Berzerker Rage?

Why is it not required to use these preemptively? Why can you simply wait for the CC then use it afterwards?

Hell, why reduce CC in the game and still leave these here, or in some cases buff them?

Why didn't this "ability prune" adress this type of nonsense?


Now what can add immersion? Detect/disarm trap? Ferals being a cat with claws bleeding people out? Warlocks casting horrifying curses? Druids being an actual HoT class and not a hpala with hots?

What about depth, abilities removed for no reason? Mana Burn? Mindcontrol? Priests dispelling 2x debuffs in one global? Grace? Disarms? Stance-dancing?

Why are things being simplified so damn hard? Why is it that when a Druid is in a Kidney now and he pops Barkskin, that I get rooted as well? Why can't these be separate?

What about abilities that amplified your specs position as something? Bane of healers, who is that? No, not Combat Rogues, UNHOLY DKs. Necrotic Strike removed, why? Was is strong? Yes. Was there counterplay? Yes. So what was the problem?


How about balancing healers with mana instead of relying on something as gimmicky as dampening?

What about aura masteries? Why can [u][b]Restoration Druids[/b][/u] have Aura now??? Monks?? Shamans????

Why is everything the same? Why don't we simply have Attack - Defend - Heal? :confused:

Hell, not even for balance, but what about class and mount quests?!?!?! Why were these removed?? It's an RPG dammit!

I dunno.

EDIT: Imagine this. Same content, gul'dan, Ashran, whatever, but with TBC/Wrath/Cata talents and abilities. Idk about you lads but I would enjoy it a thousand times more
[/quote]

yea pretty much this, every class is so similar now

ability pruning sucks too because it means theres less tools for you to use to outplay someone -- fighting a counter comp has never felt this impossible

also some classes randomly lost nothing and some lost a shit ton

In Topic: How to WLS?

14 April 2015 - 05:19 PM

I don't think you're doing anything wrong buddy, you should play RLD / Demo or wait for 6.2.

In Topic: 6.2 patch notes

14 April 2015 - 05:14 PM

View PostLolflay, on 14 April 2015 - 04:37 PM, said:

Warriors and Shamans are the only thing that dies in WLS though. Comps that kill your shaman will remain largely unaffected, comps which train the warrior will have a harder time. While on a shorter timer, due to Warlock buffs.

But as I said, it'll still lose to melee cleaves and RMD. It's Warrior Lock Paladin that'll become super annoying tbh.

Locks feel pretty killable actually :|

I don't like that Locks got a dmg buff, I'd rather see something done to other classes. But it's mainly a pve change I guess since aff is garbage in pve

In Topic: Combat 6.2

14 April 2015 - 05:10 PM

View PostNahj, on 14 April 2015 - 02:47 AM, said:

RMD will just tripple CC you anyway for the killing spree's.

LOL, this is so perfect

This killing spree change is pretty much not even a nerf. I guess the 2600 rmd's will be slightly easier........ :confused:

<