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#4385066 The "are Warriors fine right now?" leaves me kind of perplexed,

Posted Braindance on 10 February 2015 - 04:20 PM

View PostBladetwister, on 10 February 2015 - 03:58 PM, said:

If you think warriors are bad, YOU ARE BAD
This is a prime example of what I was saying. You have obviously not read this guy's post, and you just jump in to say something clowny.

The only point where he uses the word bad is the following:

"For starters, yes, there's no damage management (the one Lolflay mentioned) that can make the distinction between a good Warrior and a bad one. And damage is the only thing that matters as of now."

Is this appropriate and mature behavior? This is really disrespectful to Invictus who obviously spent a lot of time to write what he wrote.


#4385064 The "are Warriors fine right now?" leaves me kind of perplexed,

Posted Drevi on 10 February 2015 - 04:17 PM

The amount of mindless hate on that thread it's outstanding. And I don't know if people have terrible memory or just remember what fits their arguments.

Saying "it's better than vanilla/tbc" may be right. But do people realize how every other class has changed too?

10s interrupt and 10s reflect vs 15s and 25s current.
Charge out of combat (so usable after every cc pretty much) and intercept on 15s cd, both working as interrupts.
People complaining about berseker rage? 6s every 30s. It was 10s every 30s, and correct me if im wrong, but with old recklessness and deathwish you could be fear immune for like 1 minute straight.
25% extra hp than everyone else and strong passive healing (second wind and blood craze)

And casters?
Base range buffed to 40y for everyone. Charge went from 5y shorter than casters range to 15y.
Spell pushback capped at 2 delays, everyone has the 70% reduction now.
A shitload of instant cast added.
A shitload of sprints and freedoms added.
A shitload of instant cast cc added.
Multiple schools spells added, so you can cast while interrupted of your main school.
Hunters kit coupled with removal of dead zone.

For sure there are plenty more things, but just of the top of my head.
I'm not complaining. My point it's you need to look at the whole picture (or at least a a wider one)
.
I think warrior uptime it's fine. We have too little on things like hunters and rdruids (that need to be nerfed) and too much on priest (that need to be buffed). Things like BoS and emancipate are a monstrosity.
20% execute needs a nerf (while SD execute needs a buff). 20% execute should be tunned to be a middle ground between current damage and fury's damage.

The only change I would consider to warrior it's reflect cd reduced to 15s, or just added to anger management.
And mas spell reflect changed to a button that makes you a grounding totem (redirects first spell to you) in a 30-45s cd. If you don't have normal reflect up you would just eat the spell, not reflect it. It would make MSR less powerful as you would have to time it with normal reflect to have current functionality, but also make the warrior be able to choose to use reflect as a self defense.

Oh, and make enrage undispeleable. Fuck hunters. And rogues. And the 2 druids that even know they have soothe.

View PostBladetwister, on 10 February 2015 - 03:58 PM, said:

If you think warriors are bad, YOU ARE BAD

Arms is not fun to play. Arms is bad.

I think the word you're looking for is "viable".


#4384582 Are Warriors Fine Right Now?

Posted irubuwrongtime on 09 February 2015 - 08:50 PM

View PostForumz, on 09 February 2015 - 08:40 PM, said:

Intervene out of snares/roots, more accessible counter-mobility (hamstring off gcd for example) makes warriors have more uptime as well, enhancing the feeling of them having really high mobility.
Intervene out of root has been gone since MOP.  Don't live the past brother...  Play the game.


#4384566 Are Warriors Fine Right Now?

Posted Braindance on 09 February 2015 - 08:20 PM

View PostLolflay, on 09 February 2015 - 04:30 PM, said:

"Are warriors fine right now?" - are you fucking kidding me ? The class has insane damage ever since the dawn of the time. Zero respect for shitfaces who play Warriors tbh, I'd rather have kids who play RMD dominate this game until it dies, rather than have warriors win games at all.

"hehe 20% im so fucking good"
:priest:

View PostAngrypiexx, on 09 February 2015 - 04:41 PM, said:

Warrior damage is out of this world. Bladstorm making them unstoppable every minute is just plain retarded: nobody uses it for doing dmg, it's mostly to be unstopped and/or dodging incoming cc. Fuckin ridicolous mobility and plain dumb ranged phisical stun every 30secs you cant do fuck all about. NERF PLS
:priest:

View PostElorxo, on 09 February 2015 - 06:50 PM, said:

mobility cut, still insanely hard to peel off due to reflects, 500 leaps and charges and an extra root breaker if ur gnome
just because combat rogues are more retarded doesn't mean warrior mobility/unpeelableness (dat english) is fine

can deal with the execute shit even though its really fucking annoying in wls as long as warriors are peelable
:priest:

View PostHeyimJack, on 09 February 2015 - 07:35 PM, said:

Warriors have sick mobility and part of their mobility comes from fucking others mobility with hamdstring

Also TSG is dumb
:rogue:

View Postuser_543622, on 09 February 2015 - 07:56 PM, said:

That. Also, why is warrior fear still on 1min 30 sec CD? Better yet, why are they given the ability to be immune to fear vs priests?
:rogue:

View PostNaraga, on 09 February 2015 - 08:03 PM, said:

Charge shouldn't be usable in combat.

Warriors fixed instantly.
:priest:



I mean apart from the posting pattern, I am really curious as to why :priest: :rogue:  keep mentioning mobility. I haven't played in 2 months or so, but correct me if I am wrong in this 2 months period warriors didn't get any mobility buffs right? So all that :priest: :rogue:  mob is referring to a shitty charge that roots for 1.5 and a 45 second leap? That's less mobility than WotLK just so you :priest: :rogue:  know.


#4384506 Are Warriors Fine Right Now?

Posted Noxnoxnox on 09 February 2015 - 05:35 PM

View PostAngrypiexx, on 09 February 2015 - 04:41 PM, said:

Fuckin ridicolous mobility

If that's what you think of warriors who got a big cut in their mobility coming into WoD, then how many swear words do you use to describe combat rogues?


#4367252 Compliment Thread

Posted stalebagel on 22 January 2015 - 02:04 AM

I played against Kaska in 3s earlier this season, and I've never seen another player 2v3 as well as he did. I've never had as hard a time connecting to the internet as I did that game. Well done, Kaska. It was a fun match, and I came out of that loss feeling like a learned a lot about tin foiling my router. Thank you.


#4366066 How many disc priests does it take to change a lightbulb?

Posted Champloos on 20 January 2015 - 08:36 PM

Just joking guys, they cant even climb the ladder.


#4346711 team names

Posted Breadstick on 10 January 2015 - 02:13 PM

yeah, but being able to play with whoever you want whenever you want makes it worth it


#4301556 RLD/Combat Rogues/Locks

Posted Pawzz on 16 December 2014 - 05:54 AM

oh man the hunter rets having troubles. Damn, should nerf fast


#4294734 Warrior Conq gear stats weighted

Posted Deew on 11 December 2014 - 09:18 PM

Edit 2:
Is has been brought to my attention that noxxic.com might not have the best stat weights and that maddps.com might be better. So here is a link to wowhead with only crit and mult modified according to PvP using stats from maxdps.com

http://www.wowhead.c...100:96:76:58:53

---------------------------------------------------------------------------------------------


For those of you who don't know how to do this, here is a link to all the warrior conq gear with the stats weighted:
http://www.wowhead.c...:87:72#0 9-24 1

I used the stats from:
http://www.noxxic.co...rms/sim-results
With 4 modifications:
1: Crit is lowered to 50% due to pvp nerf
2: Mutlistrike is lowered to 50% due to pvp nerf
3: Haste is lowered to 70% (due to snared, slows and so on)
4: Versatility is inceased to 130%

If you want to change something, just change the numbers under Stat Weighting.
For instant. if you are in a comp where you never get attacked, lower the value on Versatility.

I didn't take the 10% haste cap into consideration since it depends on what comp you play and so on.

Tip: sort the gear by slot.

Edit: A quick explanation of how to use this for those that don't know.

1: Stat weighting

The stat weights above are from PvE boss simulations, and when i put them in wowhead I made a few adjustments in an attempt to show how you can modify them according to your liking because this obviously changes depending on your team, how you score kills and how well you can stick to the target.

Here are a few PvE examples done with SimulationCraft for a elite player that does 0 mistakes and has perfect uptime:

Patchwork 1 target:
Mastery: 1,09
Vers:    0,86
Haste: 0,8
Crit: 0,84
Multi: 0,53

Patchwork 3 targets:
Mastery: 0,43
Vers:    2,06
Haste: 1,47
Crit: 1,41
Multi:   1,51

Heavy Movement 1 target:
Mastery: 1,07
Vers:    0,87
Haste: 0,36
Crit: 0,74
Multi:   0,52

Heavy Movement 3 targets:
Mastery: 0,41
Vers:    1,82
Haste: 1,72
Crit: 0,57
Multi:   0,99

So what this means is on a fight like Patchwork with 1 target, Mastery is best, followed by Versatility (only dmg) followed by Crit, then Haste and lastly Miltistrike (crit and mult adjusted for PvP).

The same fight but with 3 Pachworks, changes this so that Versatility is best and Mastery becomes worst.
This is because a large portion of your dmg is coming from WhirdWind, Rend, Bladestorm and Sweeping strikes.

Now if we do the same simulation for a Heavy Movement fight, you can see that the stats don't change much, mostly because the player in the simulation is still awesome with amazing uptime.

If I do the same simulation for heavy movement and  3 targets but with a player that isn't so skilled, we get this:

Heavy Movement Skilled 3 targets:
Mastery: 0,41
Vers:    1,82
Haste: 1,72
Crit: 0,57
Multi:   0,99

Heavy Movement non-Skilled 3 targets:
Mastery: 0,64
Vers:    1,5
Haste: 0,57
Crit: 0,77
Multi:   0,7

As you can see here, mastery becomes more important while Haste becomes much less so. This is because you will not have perfect uptime, meaning less auto attacks and less use of the shorter MS cooldown.

Which stats is the best changes depending on how you fight, if you are only scoring kills with bladestorm for instance, mastery will do you absolutely no good. While if you are running Bloodbath or Avatar master becomes very good since most your dmg during these cooldowns will come from MS, EXE and CS which are directly affected by Mastery.

Conclusion: In a typical 3v3 fight, you won't be able to have a lot of uptime on all 3 targets at once, so when you fix your stats you should use single target DPS stats as a starting point.

Which according to noxxic.com is as follows (adjusted so mastery is baseline 100 and compensated for crit and multi):
Noxxic.com:
Mastery: 100
Vers:    93
Haste: 90
Crit: 68
Multi:   52

MaxDPS.com:
Mastery: 100
Vers:    96
Haste: 76
Crit: 58
Multi:   53

And you should adjust them accordingly to suit your specific needs:
Mastery: Keep as is for baseline
Versatility: You might want to increase this if:

1: You are a frequent target in your team.

2: You are dying to swaps a lot.

Haste: There are 2 scenarios here:

1: If you are aiming to get another GCD into your CS window, you need 10% Haste (including team buffs) to reach the breakpoint, aim for that.

2: If you are not looking to do that, lower this stat to reflect the fact you will not have perfect uptime on your target.

Crit and Miltistrike: I consider to fulfill the same same function but at different efficiency. But if I increase one, I would increase the other as well.
If you are scoring kills in a way where your main dmg spells (MS, CS, Exe) aren't the primary source of dmg, e.g. you score kills with Baldestorm nukes, you might considering increasing this.
(In this case, you might actually want to keep this as is and decrease mastery instead)


2: How to pick gear:
Once you have adjusted the stats according to your liking, simply update the filter in the wowhead link I provided above, sort the gear according to slot and pick the highest one in each slot for all but 1 of your set items.

When it comes to selecting the best set item to drop (you don't need 5 for the set bonus) you simply do the following:
Create a table where you input the value of all your set items, and the value of the best non set item like this:
Set items:
Head: 47,95
Shoulders: 44,35
Chest: 61,38
Gloves:   31,34
Legs: 43,99

Best non-set alternative:
Head: 62,70
Shoulders: 51,45
Chest: 80,89
Gloves:   49,88
Legs: 80,09

And then calculate the difference, the ones with the biggest difference, is the set item you should drop.
In the example above, that would be the Legs, with a difference of 36,1 while the others are all less than 20.


Happy Gearing Up!


#4293834 Gladiator dispel gone?

Posted Zzx on 11 December 2014 - 03:53 PM

View PostSnuggli, on 11 December 2014 - 03:28 PM, said:

being viable because of a retarded mechanic doesnt make it any less retarded

next time you crit someone for 100k with super bite or whatever your feral ability is called during your 30second long shadow dance, think about that


#4285962 Primal Glad Mount

Posted Marshmellow on 05 December 2014 - 08:07 AM

Blizzard has opted to not make new gladiator mounts this season, the reason being feral druids can already move at mount speed passively


#4281783 Fury arena will give you a cancer

Posted Garrockz on 01 December 2014 - 11:38 PM

I actually couldn't disagree more.

Spoke to a few high rated Warrior Players and most of them just take Fury as their "ololol i can wield 2 TWOHANDORZ" spec. And not as the viable arena spec that it actually is. It has its downsides, but the main issue is that most Warriors never even bothered to learn this spec, but start complaining nonetheless.

I'll give you guys a quick guide on how i play it and give you the chance to actually try it out before complaining.

First thing: Cut the Titans Grip Crap. We got Crazed Berserker which means a flat 30% damage increase to all our skills if we use two one-handed weapons. No offense but, that tiny bit of str / offstat and dps difference does not outweigh a frikkin 30% overall damage increase.

Next to that there is as far as i've expierienced it, only one viable option in the Lvl 45 Tier. And that is actually Sudden Death.

Reasons are simple: As Fury we do Main- and Offhand Execute Hits.

For example: I got hit by a fullgeared Arms Warrior with Reck up for about 60k. In Return, when i use my cooldowns i hit him for about 35-50k Mainhand + 25-40k offhand. And thats not a crit record guys.

To explain this huge difference in Damage is easy: Furys hit harder than Arms with Execute because of the fact that we hit with both weapons AND because of the lvl 98 Draenor Perk that boosts Fury Execute Damage for another 20% which is huge.

In addition Singlehanded Furys hit harder with Execute than Titan Grip because of the flat 30% increase.

Second Reason for Single handed is the hit tempo. More white hits = more chances to proc Sudden Death as it has a 10% chance to proc on every white hit you do.

To put it in a nutshell you can say that this is a solely Sudden Death based spec. So its not surprising you had a hard time dealing damage with Unquenchable Thirst, which i find a pain in the ass to play aswell.

Besides i recommend not using Bladestorm. As it just makes no sense for this spec. We want to pull of as much pressure with Execute as possible, and ive found Bloodbath quite fitting after playing with Avatar for a long time.

Downside is you are actually reliant on those procs. But for me it doesnt feel hard to pull off decent bursts. In Fact SD procs really often and happens to proc to subjectively 90% of my charge-initiated Target switches.


Stat Priority is a bit tricky right now because the blue gear still has pretty low stats.

Mastery is in fact our best Stat in late Game. Having high Mastery is the stuff that makes you go Ham and one shot unaware priests. But for the beginning it is rather important to stick to crit.

Reasons are as follows: The number one priority we have is to have as much Enrage Buff Uptime as possible. Without our Enrage Buff, we do not use our Sudden Death procs (only if they would go to waste otherwise). For that we need a certain amount of crit. With the 2 Pieces Set Bonus and the +30% crit on Bloodthirst we need at least 20% base crit to have a 100% Enrage Buff after each Charge. With 6.0.2 on our lvl 90 alts and with 550 pvp Gear i had about 36% crit which resulted in nearly 100% uptime.

As far as it goes for now, and with the 2 pieces set bonus added. i think we should be fine with about 30% crit, cause you cant just rely on the charge (Numbers are subjective here as i did not use any spreadsheets yet). Which means we actually have to go for full crit with the gear for now.
As soon as we reach that we can go full Mastery and get as much Damage as possible out of our Gear.

I also highly recommend not taking the warbringer Talent. Go for Juggernaut/DoubleTime for more Bloodthirst Crits. And instead just charge and pummel, and take the Rude Interruptions Glyph for another 6% more damage.

Enchants are another thing that im testing out alot right now, but due to its uptime and the fact that i prefer static crit chances, im going for Crit Enchants on Rings / Neck and Back and 500 Mastery procs Enchants on both weapons.

The weapon enchants have a really good uptime and bring forth about 13-14% flat damage increase if they proc both. And they do proc both really often.


Rotationwise we just keep up Bloodthirst to get as much Enrage Buff uptime as possible. Similar to the Colossus Smash Uptime from Arms Warriors we also use our damage intensive abilitys only during the Enrage Buff, as it means a whole lot more dps for us.

Skill Priority as follows: Execute > Bloodthirst > Raging Blow > Wild Strike.

Wild Strike hits the weakest as it hits only with our offhand and also has the worst Rage/Damage Ratio. It reduces healing on the target, so its worth to keep its debuff on our target up, but do not overprioritise it. My hardest Wildstrike Hits ranged to about 19k crits. My hardest Raging blows dealt 14-18k with only the mainhand. Its damage usually just ranges a tiny bit above Wildstrike but it has the potential to sometimes also deal really good amounts of burst if the SD procs just wont happen.

Another thing to keep in mind, is that we can actually dump rage with Wild Strike pretty quickly for those of you, who are, like me, playing with Anger Management. So if you desperately need that one Stun on the target, hammer BT and WS and get it off faster.

You can prioritise RB and WS over Bloodthirst if you just got a fresh enrage buff and aim for a kill, but other than that, go for BT and a higher Enrage Uptime. Do not underestimate our white hits Damage!


Ive played Arms and ive played prot. And with both specs i was not able to pull of such immense burst phases as i have by playing fury. Prot is cool and its Utility is unmatched right now, and Arms has some insane overall pressure with its constant MS crits and the Rends ticking. But Fury is for those of you who want to make them feel real pain. I dare you to try it yourselves before judging this spec. Its a bit tricky right now as we lack a bit of critrating which we certainly need for a good Enrage Buff uptime, but it is viable nonetheless imho.


To sum it up: Hit as hard with those Executes as possible, and make them regret that they underestimated you.


#4273390 Prot Glad stance doing broken damage

Posted Speedymart on 23 November 2014 - 03:32 PM

View PostDimyzuka, on 23 November 2014 - 01:48 PM, said:



Hopefully blizz fix before season starts.

They were abusing a bug that was a hidden buff granting them like 500% haste among other things.

Nothing to do with warriors.


Bunch of players (includding the ones in the VoD) used this to run challenge modes, which of course brought attention


#4261177 My Thoughts on MoP PvP and the direction of WoD

Posted Talbadar on 11 November 2014 - 06:21 AM

Hey everyone. With MoP coming to a close soon I'd like to talk about how I feel the expansion has been for PvP as a whole. This means I'll be going over the negatives and positives of as many areas of the game as possible.

Posted Image

Positives
Class Variety:
Class variety was at an all time high this expansion in all areas of PvP. At any given part of the 3 seasons we can say within reason that about 20 out of the 29 viable PvP specs could do well in arena when played by the right players. This is not to say they could get carried, but that the class had the potential to compete. This was certainly not the case in BC and Wrath. During Cata it became more apparent that Blizzard wanted more classes to be viable and they definitely followed through into MoP with this in mind.

Catch-up system: Not much has to be said here. The fact that you can show up a few weeks late with a character and still compete or better yet go from 0 gear to full gear on an alt at the end of a season is a world of difference from previous expansions. This improved the game so much for me and for many players who have alts that don't usually get geared before the end of a season.

Full PvP gear best in slot: After years and years of dealing with players using trinkets from raids that could increase their damage by 30% or proc extra attacks that hit for 20% of your health bar we finally got what we wanted. Blizzard introduced a system that made full PvP gear best in slot for almost any situation. As an arena enthusiast this made me quite happy.
Posted Image

Class balance:
It's hard to say this without a lot of negative feedback about certain ones, but class balance as a whole was really good by the end of the first season and onwards. As I mentioned earlier many classes were viable, but most of the time they were still very competitive anyway.

Let's take a look at some of the classes we saw at regionals and blizzcon this year. I am familiar with only the US teams for regionals, but we had a Ret, a Holy Priest, multiple Marksmanship Hunters, a Shadow Priest, a couple Elemental Shamans, a Boomkin, multiple Frost Mages, multiple Resto Shamans, multiple Affliction Warlocks, a Mistweaver Monk, a Subtlety Rogue, and a couple Resto Druids. At Blizzcon we saw a couple Windwalker Monks, a Fire Mage, and an Arms Warrior. That alone covers a lot of classes and specs.

On the live ladders we saw a lot of different specs doing well and I can only count 8 specs that did not reach a rating of 3000 by the end of the final season which are: Disc Priest, Fury Warrior, Frost DK, Arcane Mage, BM Hunter, Demo Warlock, Combat Rogue, and Assassination Rogue. For all I know some of those could have made it.

Successful arena maps: Blizzard finally added new arena maps that didn't need major revamping to become a solid part of the arena map pool. They also revamped Blade's Edge and Dalaran for the better though I sometimes do miss the old Dalaran against melee. They still need to work on some of the map balance, but really you can't hate on what they did during MoP with arena maps. I would like to see them add Ring of Valor back to the map pool. The current one is actually a great map it's just disabled due to bugs.
Posted ImagePosted Image

Merger of battlegroups:
The removal of set arena teams in combination with having a single player ladder and being able to queue with anyone you want has been HUGE for the game. You no longer have to sit on arena teams until the end of a season worrying about your rating. This has also decreased queue times and allows players to compare everyone at once which people definitely care about seeing.

Resilience, PvP Power, and Dampening scaling : While not everyone can say that they enjoyed having these stats around you have to commend Blizzard for getting the numbers right with every season. They had to manually adjust them with each season to make sure people weren't dying too fast, weren't healing too much, and ensure that games were actually coming to an end in a reasonable amount of time. They definitely could have done better with 2v2, though.

Streaming Influence: You may not like some of the streamers and you may have some that you love, but streaming has definitely made a positive impact on the game. A lot more players are better informed and many feel like they are part of something by being able to communicate with top players and other members of their arena community.
Posted Image

Holinka BOYS:
This man has done wonders for our community and you should be more than happy if you know what he's been doing while working for Blizzard. He's been in contact with a lot of the top players and constantly looks for feedback to relay to help out. He's also attended the LAN events to talk to players and meet them which I'm certain was not required of him. I've spoken with him quite a few times and the guy's got a good head on his shoulders so we should be happy we have him instead of the whatever the hell came before him.
Posted Image@holinka


Negatives
Reliance on gear:
A common theme for this expansion and Cataclysm was a heavy reliance on gear to be competitive. While everyone thinks PvP gear should be the best in PvP, the reliance on having the best gear available to even come close to competing is frustrating. There have been times where I am missing 3 or 4 items and it feels completely hopeless to try knowing other people just do so much more with those few pieces.

Too much CC / Too many defensives: This topic has been heavily covered by so many people so I'll be brief to not bore you. The arms race went way too far this expansion. Instead of Warrior Charges Mage-->Mage Frost Novas it's now: Charge-->Blink-->Heroic Leap-->Nova-->Intervene-->Pet Nova-->Reflect-->etc,etc. Everyone just had way too many things to deal with each other and way too many simple reactions when taking damage or wanting to deal damage.
Posted ImagePosted ImagePosted ImagePosted ImagePosted ImagePosted ImagePosted ImagePosted Image

Dampening in arena:
As both a tournament spectator and competitor I strongly believe that Dampening is a horrible concept for arena. This allowed for many things to happen. First of all teams could design their composition fully around winning because of Dampening and play around it. I don't think this was as relevant to ladders as it was at the actual tournaments. Both my team (ele, lock, druid) and the team that won this year (boomkin, lock, shaman) could easily attribute their success to its existence. It made for really boring starts to happen in a game where most of the action should be happening seconds into the match.

This also allowed Blizzard to balance the classes around dampening and not having to worry about if players could actually get a kill early on. Instead of fixing the issue they just took a shortcut around it by forcing games to end. I think having some type of ultimatum for games ending is fine, but the game should be balanced around players scoring kills before something like that is even necessary. On top of that it should be fair for both sides which sadly dampening is not. "The Crowd Chose You" is obviously not a good option either.
Posted Image

Caster dominance at higher levels:
This has happened at the end of a lot of expansions for WoW now and I think it would take a long discussion to figure out why this is the case, but as you all have seen the past 4 years have been more of a Wizzcon than anything else. Melee make things exciting and even against two casters it creates a much more dynamic matchup to both play and watch.
Posted ImagePosted ImagePosted Image

Reluctance to make small changes:
I've heard Blizzard's thoughts on this time and time again, but I still feel as if we're getting robbed out of a better experience. They don't want to make a lot of small changes because they don't think it will make a big enough impact and will only deter players from participating if the classes keep getting changed. When I look at a game like LoL that makes constant slight balance changes weekly I can only frown knowing it would be great for WoW PvP to follow suit. Changes like this one below make the game drastically different and makes some classes stay dead for very long while others get to overpowered states for entire seasons without change.
Posted Image

Lack of tournaments:
No regionals in 2013, a few tournaments hosted online (that were, as usual, attacked by DDoS), and just a few LANs? We didn't do much these past couple years. Tournaments create life in PvP. It gives events for people to look forward to and it gives drama for players to talk about. I heard something about MLG thinking about picking up WoW again for WoD, but rumors are rumors.

Healer Variety: Specifically in arena only 3 out of 6 specs (Mistweaver Monk, Resto Shaman, Resto Druid) were viable at the end of the expansion. I'd say we didn't do a good job of ensuring viability among them especially with Discipline being horrible for almost the entire expansion. One could argue that each spec was good at some point during the expansion, but that's simply not good enough especially after coming out of Shamanclysm.
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Moving forward into WoD
Ability Bloat:
There are so many things I am looking forward to in WoD and one of them is the removal of a ton of abilities and cooldowns that were just making the game worse. A lot of people won't agree initially, but let me explain why it's a good thing. There are tons of abilities for you to use to outplay your opponents and you want to be able to use them all and it makes the skill cap really high... sure that's great, but there are plenty of great games out there that use very few abilities to do things well. As long as there are mini games to play then there is plenty of room for player interactions to make a difference and for players to have fun. Mini games are things like: positioning battles, the interrupt game, forcing/saving trinkets and cooldowns, and battling for objectives. There's so much more to PvP than just having a bunch of crap to press.

Interrupt and CC changes: The number one change coming into WoD is one that's been needed for so god damn long. The removal of Improved Counterspell (the strongest CC in the game besides Fear) and Improved Spell Lock. There are other Silences and small CCs being removed, but this really does add to the fun for both the Mage/Locks and other players. You feel like you get more out of a spell when you use it well and previously all we see is blanket Counterspells and there's not much interaction required. The more interactions between players the more room there is to outplay. Don't forget the nerfs to Fear duration, CC cooldown, and the removal of PoM Sheep, NS Cyclone, and other forms of instant full CC.

Focus on PvP: From what I gather there's been a focus on making PvP fun for this expansion and with Holinka on board I'm having positive thoughts on PvP as a whole. I would love to see 2v2 make a comeback as a fun bracket that you can queue with your friends where games actually end quickly instead of the current stalemates that happen. With less abilities cluttering the game the mini games should become more and more relevant instead of the previous cooldown war. You have to expect that the expansion will start out with some bumps. Maybe damage overall will be too low, healing will be too high, or Mages will one shot people with Ice Nova, but we will get there guys!

Hope you enjoyed. Feel free to post your thoughts on both the positives and negatives of MoP as well as what you're expecting moving forward.




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