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Member Since 25 Jan 2008
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#4575375 Pretty good post on PvP by Harland

Posted Lolflay on 12 April 2016 - 11:08 AM

View PostMontyx, on 11 April 2016 - 03:29 PM, said:

I don't understand how there are people who actually get confused by this game. It isn't rocket science. If people are seriously that ignorant and easily confused by abilities then they shouldn't have been playing to begin with.

I'm by no means an average WoW player - 10x+ glad titles behind me and a history of raiding in a few top 50 guilds. Yet I was completely lost for the first week or two in WoW in regards to basic combat abilities ( kept using my staff to kill mobs instead of casting spells on mobs ), and I was lost for much longer on the basic concepts of what you have to do in an MMO ( for example, I thought having "of the Eagle" gear as a Warlock was the best in Vanilla ). Oh, and I also grinded to level 60 without doing quests at all in Vanilla, maybe the occasional dungeon when someone whispered me or I saw someone advertise in /1. Granted, I did come from a FPS background with not having played a single RPG game up until WoW, but still.. This game used to be fairly complex back in the day. Hell, get a new player a portal to some place and chances are he'll be lost as fuck for a while until he discovers he has a Hearthstone or something.

So no, getting into WoW wasn't/isn't easy. Don't knock it down, it was a fairly complex game both to start playing, and to start playing properly on the end game. However, simplifying the early game isn't so much of an issue tbh... The problem is that they started trivializing the endgame ( duh, as we all know ). Actually, even an awful expansion like MoP had it's skillpeaks that were kind of hard to reach - playing an Affliction Warlock properly with all the snapshotting and other shit was super hard ( notice I said "PROPERLY" - this isn't to say that a scrub couldn't make a lock and simply soulswap dots around and pollute good results )

If you simplify the endgame, you take the appeal of MMO's away - aka, you stop hooking people on the game. This first started in Wrath when you could get geared up for ICC/earlier raids by simply spamming those ICC heroics, suddenly the average guy had nearly the same gear as someone who raided beforehand. Fuck, I was in a world top 20 guild during Ulduar, and I had nearly BiS gear ( full t8.5, all the trinkets etc etc ) - I stopped raiding after that tier, and I wanted to raid again in ICC - suddenly I see a guy who has better gear than me from crafting+new ICC heroics+normal ToC10 - what the fuck?

What they need to do is make people play tiers again. Like, I'm talking TBC style. There's no going into SSC unless you've completed Karazhan/Gruul. There's no going into Sunwell unless you've finished Black Temple. And they need to make people work for gear again. <- this is especially easy right now considering PvP gear is gone in next expansion, meaning that Blizz won't have to worry about people grabbing PvP gear from vendors and being able to enter raids immediately. Also, "normal" version of a tier 2 raid SHOULDN'T drop better loot than "heroic" version of tier 1 raid.

Also, they really fucked up with the dungeons. I remember back in TBC - EVERYONE AND THEIR MOTHER had to grind heroics because from heroics came the BiS trinkets ( Icon of the Silver Crescent <3 ) that were BiS for the major part of the expansion, and came other pieces of gear that were, if not BiS, then nearly BiS, even for BT/Sunwell raiders. Current dungeons - herp derp, some blues and apexis shards lulz. What are Apexis shards used for again? I don't know, and I played WoD seriously during Highmaul/BRF/WoD S1 and I'm playing it casually now in S3.

But alas, they'll never make the game harder again, simply because that's not their goal with the game anymore. Timesinks aren't popular with the current generations - they're the generation that are used to buying a game from Android market and then dump 100 dollars on it just to have it completed. This is the business model Blizz is aiming at, and they can suck my fat cock and my hairy balls for it.

#4571646 Legion Alpha - Arms Artifact Weapon Released!

Posted Speedymart on 28 March 2016 - 02:11 AM

"But it's only alpha!"

"But it's only beta!"

"But it just released, they'll patch it"

Cycle never fucking ends

#4568781 Patch 6.2.3 Hotfixes March 3rd

Posted God on 05 March 2016 - 10:14 AM

View PostElorxo, on 04 March 2016 - 01:32 PM, said:

probably a test, if it's not enough they might increase the dmg reduction further

This is how they should have been doing it for years, small incremental changes to see impact.

Instead of these retarded "80% damage buff to x spell".

#4568622 Patch 6.2.3 Hotfixes March 3rd

Posted Fedx on 04 March 2016 - 02:47 PM

Things that should have happened: (prio 1)
*bigger dk dps nerfs
*big rdruid nerfs
(prio 2)
*enh dps nerfs
*ww fists nerfs
*small ele nerf
*nerf frostbolt/icicle dps instead of ice nova. Mastery mages is stupid, they should be rewarded for casting but the dmg they do when they freecast is insane.
*nerf hpala wings because when those are up nothing is going to die. But buff the overall healing so they are not 100% dependant on wings because without them they do 0 healing.

edit: i forgot about lock sprint + freedom after gate if they play set. You are a fucking warlock that is suppose to do insane dps with your only mobility as your port + gate, you shouldnt have a fucking sprint that makes you faster than usain bolt with a freedom built in.

#4557873 New to WoD PVP, fucking terrible at it.

Posted ~Invictus on 29 December 2015 - 06:59 PM

Hello and welcome back.

If you browse the forum, you'll find a lot of headsup and whatever about matches and stuff.
For now I'll summarize stuff for you about talents. It's a quick overview based on a year of discussions.

Tier 1, Charge talents.
Against Hunters, Juggernaut.
Against Mage comps, Double Time for uptime.
Against everything else, Warbringer.

If you face melee cleaves and need more peels, gyph for Blitz and take Shockwave, both 2s and 3s.

Tier 5, defensive row.
You'd be better off taking Safeguard against train comps and Vigilance for when you need an additional defensive. It's a great counter against Ferals since it lines up almost perfectly with their burst.

Tier 6, offensive row.
Consider taking Avatar if you need more oomph, or Bloodbath against stuff that tends to kite you to infinity and beyond such as Rogues, Hunters and Ferals.
Bladestorm is good damage, but if you are to pick Bladestorm then it's not for its damage.

Tier 7, level 100
As Arms (and Fury), Anger Management is the sole answer to all the questions. Fury has the option to go for Siegebreaker, but it's a real gimmick and you lose your Fear for it.

If you need a somewhat "easier" spec, roll with Fury for a bit. It's a little more enjoyable than Arms and gives you the opportunity to learn the flow of the game.
I'd suggest to find some inexperienced, nice people you get along with and try to learn the ropes from scratches, if they're willing.

Nice people are better than ranked people with the attitude of a spoiled yogurt, and learning is a fun progress in itself when it's done with a nice group.

If you have any further question, ask away.

#4549443 [Warrior] Legion changes

Posted Evilcow on 05 December 2015 - 11:44 AM

Losing Hamstring, Spell Reflection and Intimidating Shout seems a bit harsh, but arms burst seems really good.


Recklessness, Avatar, Double Time, Bladestorm, Mortal Combo, Anger Management, Pain Train, Sharpen Blade...

#4533471 Season End Announced

Posted HeyimJack on 03 November 2015 - 11:24 PM

View PostWrathful, on 03 November 2015 - 10:16 PM, said:

After an in intense season of shit in Arenas and Battlegrounds,

#4527873 Can i be rewarded for outplaying mages in legion?

Posted Elorxo on 26 October 2015 - 01:20 PM

View PostDuduferalul, on 26 October 2015 - 01:13 PM, said:

put sheep as a talent on the same tree as frostjaw , problem solved

i think making ring and frostjaw dr with deep would be much better

#4527870 Can i be rewarded for outplaying mages in legion?

Posted Duduferalul on 26 October 2015 - 01:13 PM

put sheep as a talent on the same tree as frostjaw , problem solved

#4517493 Inferno #1 Warrior PvP montage

Posted Covlol on 10 October 2015 - 12:01 AM

View PostJonatan, on 01 October 2015 - 07:38 PM, said:

I dont like warrior gameplay, but music was good

Yea, we don't like it either...

#4467350 Cdew ditches Azael and Mes

Posted Jim_Jim on 05 August 2015 - 02:13 PM

Do you like this one ? : http://sketchtoy.com/65650243

#4467299 Cdew ditches Azael and Mes

Posted Jim_Jim on 05 August 2015 - 12:26 PM


I made it with all my love.

#4461611 Recklessnes

Posted Regent on 28 July 2015 - 11:36 PM

View PostPinka, on 28 July 2015 - 11:19 PM, said:

The only offensive cooldown in the game that has it's effect reduced directly in pvp. -50% dmg from crits, denounce, pet sac, barkskin glyph. Would be so much cooler if arms had a different kind of recklessness effect. Like increasing mastery for 12 sec instead of crit.

For arms the only real thing that matters you will crit is mortal strike and sudden death. And mostly when cs is up. So realisticly you can only enjoy a big burst for 1 to 3 globals unless you do CS>SD>MS>Bladestorm. Otherwise the crit is wasted on whirlwind.

Atleast critting has some meaning for fury. As it gives bloodthirst more then 100% crit during it.

Arms is hilariously poorly designed. Vanilla level of class design.

There is no point in changing anything now as it is almost guaranteed to be completely overhauled next expansion.

#4432292 WoD's Design Paradigm and the Warcraft Experience

Posted Bigmoran on 06 June 2015 - 07:07 AM

Post on official forums: http://us.battle.net...c/18000131343#1 Please support this post if possible.

I haven't been keeping up with the forums recently, but it has been quite clear to me that there is a growing sentiment that WoW is less fun than it used to be. As someone who has played WoW for over eight years, this is something I have also felt as of late. I want to be very clear that I really like World of Warcraft. I have had someone of my fondest experiences and met some of my closest friends on this game. That being said, I am very concerned for the future of WoW. I certainly do not want to see the game I've loved for eight years die in a single expansion. The aim of this post is to try and illuminate what I think are the core problems of World of Warcraft's current design paradigm. By no means are any of these problems original ideas. I'm sure there are plenty of posts that have shared my exact feelings. My hope is that others may share some of these feelings and create conversations with both the developers and the community itself.

I. The lack of 'world' in World of Warcraft

Garrisons were originally an interesting novel addition to the WoW experience. They served the purpose of delivering an individual single player experience. While the intention of adding Garrisons might have been to allow for a more personal solo gameplay, I think the psychological effects of Garrisons have been quite damaging on the community. For one, they removed the need for many laborious activities to be done across Azeroth. Everything from gold farming to transmorgification can be done within the Garrison. While this may seem very convenient, it is also incredibly isolating. It is possible to be entirely self sustainable while never needing to leave your Garrison. A friend of mine has even leveled a character 90-100 by simply completing Garrison missions every day.

Smaller server sub-communities are often created in zones with lots of interaction. Durotar and Elwynn Forest are places where people would meet up with each other. They could duel, chit-chat, banter, gossip, etc. While these zones still exist, it is much more common to see many people on your friends list just sitting in their Garrison. It is the equivalent of locking yourself in your room while there is a wonderful party going on in your house. Stormshield and Warspear don't really feel like main cities. Instead there are just a waypoint between you and your Garrison.

II. Trivialized Rewards

I think this problem has its roots with the introduction of Justice Point gear during the Zul'Aman patch in BC. Rewards are given to players for completing the most trivial of tasks. Queue a BG? Get a reward. Complete a dungeon? Get a reward. Complete a garrison mission? Get a reward. Items and achievements are given for almost everything you do in WoW. These trivial tasks also trivialize the reward you receive.  I recently graduated from university. Even though my diploma is a fancy piece of paper, it symbolizes four years of work.  Imagine if all it took to receive a college diploma was to complete a ten question survey. Surely it would devalue the worth of the diploma itself. While it does make gearing characters a much faster process, spamming players with rewards is also something that I see as damaging. Giving players meaningful challenges is something that motivates them to play.

The trivializing of rewards is something that has also effected PvP. The prestige of PvP titles has been lost since the removal of Battlegroups. Rank one titles had more meaning when they were only given to a single team (barring the Season 8 fiasco and other ties throughout the arena seasons). Rank one titles seem to be passed out like hotcakes. Once again, this devalues the worth of the achievement and trivializes the effort involved in obtaining it.

III. Scripted PvP

I really appreciate the effort of Blizzard in barring bots from the game. That being said, I think these efforts were made too late and there is definitely more work to be done. Nonetheless, even if there is not a single bot in WoW, PvP seems to be rather scripted. What I mean by this is that every class and composition has its own script that determines the most optimal plays in a particular matchup. The better each player is at performing their script determines the outcome of the matchup. Mages are a class that I think characterize scripted gameplay. Every 30 seconds, Mages will use Blazing Speed, Blink, Deepfreeze, and Polymorph/Ring of Frost. It's a rinse and repeat algorithm.

The scripted feeling of PvP distorts the depth that each class is capable of achieving. Each class and composition is streamlined into playing a certain way. If you do not play by the script, you will fail. If you play by the script, you will succeed.

IV. Cooldowns being too strong or too weak

One of the biggest changes to class design since Vanilla was the increasing number of cooldowns with every expansion. While I do think cooldowns are interesting, there is an incredible imbalance of the strength of different cooldowns and their interactions with other abilities. Simply put, some cooldowns are disproportionately strong compared to others. One example of crazy powerful cooldown/ability interaction that is Bestial Wrath, Focus Fire, A Murder of Crows, and Barrage. These four abilities (all of which are cooldowns) dramatically increase the damage done by the BM hunter. The only class that can completely counter this combination of abilities is Rogue (they can Vanish to remove crows and Stun/Gouge/Blind to interrupt Barrage). Some offensive and defensive cooldowns are incredibly powerful, so much so that matchups revolve around the usage of these cooldowns and how well the other team answers with their own cooldowns. It's another form of the script. The most optimal reply to cooldown usage is often more cooldown usage. This cooldown matching doesn't really seem to add much to the depth of matchups. To me, games are infinitely more exciting when they are not determined by a single ability, but instead the consistent good use of an entire skill set.

V. Passive abilities

Controlling your character involves conscious use of movement keys and abilities. Casting a Chaos Bolt, running around with Sprint, and shifting into Bear Form all involve a physical interaction with you and your peripherals. Moving around and casting spells gives you a sense of robust autonomy and allows you to connect with your character. Another change in class design over the years has been the introduction of many passive abilities and perks. While these may benefit each individual class and spec, they really seem to distort this feeling of "I did that" when it comes to controlling your character. In PvP, one of the most complained about passive abilities is Saved by the Light. This ability, like other passives, does not require the user to perform anything (sure you can make the argument that it requires Beacon of Light on the target but that is beside the point). This trivializes the value of the ability itself. If a matchup is determined by a passive Seal of the Light proc, it is psychologically damaging to both the winning and losing team. The Paladin feels like they haven't really done anything-- their win cannot be attributed to the conscious and careful use of a spell. The team that loses is frustrated, knowing that the enemy team has won the matchup because the game had registered a target at x% HP and prevented the death of that target.  

Conclusion (TL;DR)

Much of the current design paradigm in WoW has had psychological damage on players, dampening their motivation to play the game. Overall the game feels less immersive, provides too many rewards, reinforces homogenized gameplay strategies, and revolves too much around powerful cooldowns and passive abilities. The game seems to be losing much of its spirit. Having a fun time in WoW involves joining a community, being creative with your spells, and having a sense of achievement.

#4429478 warlords pvp

Posted drugdealerx on 29 May 2015 - 06:34 AM

credits go to [email protected] US