its World of Combcraft... play a good comb and you have fun at the game... if your class dont have good comb or you dont have mates for that one comb its boring cuz looking for mates is the worst part of wow....
but anyways i'll never find a good ww monk and hpal...
so cya wow untill i can play something cool..
Tbh most of the "wotlk was the best" just seems like nostalgia.
However, I'll be the first one to admit that I'm having more fun in WoD than I had in Cataclysm/MoP.
Cataclysm made me quit within 3 months of its release, MoP didn't hold me longer either. This time around I do raid so there's that.
Dnno, this current game would be perfect if Ferals, Ret Paladins, Hunters, Windwalkers lost their respective interrupt effects, and replace them with different thing entirely. Ferals could potentially further increase mana cost on spells, Ret Paladin interrupt could be something like "if you successfully hit this spell on someone casting, you have free flash of light crit that multistrikes - it wouldn't fuck people over and stall the game but you'd be able to heal up the damage that you would've otherwise interrupted, Hunter interrupt should be turned into something else, dunno what - etc.
Also, dampening getting removed, in arena mana regen for healers being fucked up on purpose per individual basis and thus forced either into lasting 2-3 minutes when under full pressure from enemy team or last infinitely if you let them drink.
giving each melee MS ... isn't going to homogenize anything
yup, just like giving every melee a kick didn't and giving every melee a stun didn't
giving everyone X results in homogenization of X, which results in X becoming massively undervalued compared to Y and Z which have not been shared out amongst everyone - when Y and Z are burst damage and sustained damage, which will never be shared out equally amongst everyone because pve game exDee, the bring the player not the class model falls flat on it's face
Homogenization is the one that stands out to me the most to me. Healers specifically lost their niches coming into Cata. It was necessary for their attempt at balance I suppose, but then again I remember seeing many R1/Gladiator specs you just don't see anymore (Arcane & Fire Mages). You still had Enh running beastcleave, Eles in LSD, Locks everywhere, Mutilate Rogues etc.
Back then there were many cancerous mechanics like cast slow debuffs, sacred cleansing, PvE items, bloodlust etc. that we don't have these days. Unfortunately spam-able CC is still here, and when it's used effectively at the highest level it's unbeatable. It has been like that for like 2 years now. When Mages were glass cannons back then and dispel was spam-able that was all fine (when poly spam was essential to their survival), and to be honest it was very likely you had equivalent horse shit mechanics on your team to make it fair.
It's not needed since they are "Steel Bazookas" now. (Maybe make ice barrier/temporal a thing again instead of flame glow).
Inb4 argument: "YOU CAN KICK SHEEP LOL".
The 50% MS obviously encouraged Melee/Caster/Healer more than it does these days. The downside is many comps would be without it that would probably need it to stay remotely competitive.
My suggestion (knowing it will be controversial) would be to give it to every single Melee. Remove it from Combat Rogues and Hunters. Put spammable CC on a 4 second CD. Put Mage and SPriest purge on a 4 second CD too. Revert the focus cost nerf for tranq shot and fix bestial wrath so it doesn't reduce tranq shot cost (same effective BM nerf without obliterating surv/mm). I feel like this sort of homogenization would promote different compositions instead of having a very narrow meta game which is all they have managed to produce so far with their efforts.
Oh yea and take away everyone's current lay on hands. Go ahead and make it up to them in other ways. It would promote defensive play instead of being all "NP out of this I will 1%-100% you".
Also thank you AJ auto saved content feature
several years ago affix suggested that there be separate MS debuffs for ranged and melee that stack together
let's stipulate, for example, that melee would have a 30% healing debuff and casters would have a 20% one. in this situation:
the utility and control gained from wizards would come with a less significant healing debuff
kitty cleave and other nonsense would still have a potent 30% debuff, but still not as powerful as melee/ranged/healer
this way, you'd never really be able to complain about two melee training a DPS to stall the game until dampening and then switching to a healer or the most popular complaint, wizards running away until dampening is thick. melee/ranged/healer would inherently have a healing-mitigated advantage on whatever target they're on, the entire game
it should be noted that back then healing debuffs were the among the most significant aspects of arena and the game was tuned around having them active all the time
those random s8 killings as ele only worked vs bad players who got caught in the middle with little awareness
I mean I remember getting a lot of them as an ele shaman, but vs the great players, it basically never happened. Considering all s8 ele shaman damage was casted and I mean ALL (literally casted more than basically any caster), I would say it was fairly telegraphed with all randomness being attributed to lightning overload, which couldn't even proc lava burst in wrath. Wasn't that post cata ele bs where eles run around spamming instant lava bursts and win the lottery.
do u get an e-mail or something whenever s8 gets mentioned on aj
From the same guys who brought you the ToC2.0 Community Run Tourney (all VoDs viewable at https://www.youtube....6wk1fPVVZz868QQ ), comes an invitational tournament with a double elimination, 8 team format, set to be played out on March 28th, 2015 at 5:00 M Pacific!
Why Should You Watch This?
Pro-Tournament Level Players
A prize of $390 to the 1st place winner + potential donation prizes!
Competitive Seeding and removal of Counter Comps in the first round
(bracket will be posted when team names are finalized this coming week)
To maintain the highest possible level of competition, we have assigned rating based seeds for every team, then moved some of those teams around to avoid counter comps from being played. This is to make sure our viewers have an enjoyable tournament to watch, and to let our competitors feel like they walked into the tourney with a fighting chance, thanks to this and a double elimination format we look forward to every team having a bracket that gives them the best possible chance to move forward.
1st place - $390 + Donations
2nd place - bragging rights over 3rd and a 100% invitation to our next invitational.
Help us make this bigger, and the prizes will continue to be better, with more being brought down to the 2nd and 3rd place prizes!
No PvE gear. Period, Must be either PvP Primal Conquest gear or PvP Tournament Wargame Gear.
The following is not allowed:
Class stacking (i.e. double DK, double rogue, etc.)
Double healer teams
More than one tank spec
PvE Trinkets/Gear are not allowed. We will check them during each and every series.
5 Players per team
One substitute player, class, or toon per series
Disconnects that occur in the first 45 seconds of a match will be replayed, anything thereafter is fair game.
The first match will always take place on Nagrand Arena, afterwards the loser will pick the map.
If your team is more than 5 minutes tardy, we will move on without you, no matter the reason.