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Old 06-20-2009, 10:11 AM   #211 (permalink)
TheYanger
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The only Rag change that happened remotely near his first kill was a 2 hour timer rather than 1 hour. They made him harder in the next patch, since the whole reason people started killing him was by zerging the shit out of him, so they bumped his health. He wasn't unkillable he was just hard as crap compared to what we were used to from EQ-style raids at that time. He may have been unkillable at release, but he wasn't c'thun style 'lol cockblock' that got patched and immediately downed by 20 guilds that night.
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Old 06-20-2009, 10:47 AM   #212 (permalink)
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Originally Posted by TheCutlery View Post
It's simple, dumbass

You have been bitching about the SAME shit since S3. "No one is ever going to be getting shoulders, blah blah blah." Now, to be fair, I have too. I say the exact same shit, that every patch, they do more to take the fun out of the fucking arena. Here's the difference.

I quit playing the arena. You, apparently, didn't. What do you think impacts the design choices more? Lots of people playing something, or no one playing it? If everyone stopped playing arena tomorrow, they'd be forced to come up with some kind of competition mechanism where ANYTHING actually fucking meant something in there. It has always been "reroll the new overpowered comp, and then faceroll your way to the top." That's ALWAYS been the strat in arena, and if you dickshines had actually all quit it instead of keeping on rolling new alts and new teams and doing the same fucking thing every season constantly chasing your epeen stroke, maybe something would have changed by now.

I honestly don't see how ANYONE plays that pile of shit anymore. But the fact that they do, prevents it from being changed into something that people might enjoy, because the powers that be just look at arena participation and think everything's hunky dory.

PLEASEPLEASE LPEASE PLEASE PLEASE stop quoting the peice of shit makata. We do not want to see his retarded spewing that he calls post.


Please do not quote him.
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Old 06-20-2009, 12:50 PM   #213 (permalink)
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Quote:
Originally Posted by TheYanger View Post
The only Rag change that happened remotely near his first kill was a 2 hour timer rather than 1 hour.
His "1 hour timer" was actually "first attempt timer" because after that as you walked in to reposition yourself he would aggro you and start shooting 6k fire blasts at random people because no tank was on him.
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Old 06-20-2009, 01:48 PM   #214 (permalink)
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Wow! So resilience now effects all damage not just crits.

It's already retardedly difficult to kill a healer 1v1 as a Ret Pally with our lack of tools to stop their healing. As it is I need repentance, HoJ and my partner's (holy pally) HoJ to keep a healer locked down long enough for me to burst them.

With this change 2v2 arena is dead. 1 healer, 1 dps teams are just going to stalemate eachother. I already have 2v2 matches with the healers and DPS'ers breaking 200k damage dealt/healed.
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Old 06-20-2009, 02:32 PM   #215 (permalink)
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Originally Posted by brekk View Post
Wow! So resilience now effects all damage not just crits.

It's already retardedly difficult to kill a healer 1v1 as a Ret Pally with our lack of tools to stop their healing. As it is I need repentance, HoJ and my partner's (holy pally) HoJ to keep a healer locked down long enough for me to burst them.

With this change 2v2 arena is dead. 1 healer, 1 dps teams are just going to stalemate eachother. I already have 2v2 matches with the healers and DPS'ers breaking 200k damage dealt/healed.
actually 2v2 died when they announced its rating doesn't qualify you for items
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Old 06-20-2009, 02:51 PM   #216 (permalink)
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actually 2v2 died when they announced its rating doesn't qualify you for items
well that destroys the motivation to play in 2v2.

The resilience change will destroy 2v2 game play. They need to have a resilience coefficient that is different in each bracket.

Right now if they balance healer survivability so they don't instantly explode in 5v5 they are nigh unkillable in 2v2 and 3v3. Not only is shared rule sets for PVE and PVP killing the game shared rule sets between arena brackets is killing balance.
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Old 06-20-2009, 02:53 PM   #217 (permalink)
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wonder if they will fuck up and make resil work against bosses.
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Old 06-20-2009, 02:57 PM   #218 (permalink)
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wonder if they will fuck up and make resil work against bosses.
10:1 says yep.
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Old 06-20-2009, 02:59 PM   #219 (permalink)
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Honestly it seems that the only reasonable way to deal with 2v2 is eliminate it. The only way to balance 2v2 would be to balance 1v1, which will obviously never happen. 1v1 hard class counters just have way too much influence on 2v2, thus giving a handful of classes an easy road to 2k+, whereas other classes are flat-out screwed in 2v2 simply due to what button they pressed at the character select screen. The fact that 3v3 and 5v5 are "more balanced" does not address the problem either.

The game must be balanced around where the best loot is. If 2v2 gives the best PVP gear it must be balanced, or if not possible, then eliminated. It is similar to how in PVE, the smaller the group size the more class stacking matters. Hopefully in the near future Blizzard will implement ladder BGs where there is room for all classes in and hopefully a lot more viable strategies.

Last edited by Froofy-D; 06-20-2009 at 03:02 PM..
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Old 06-20-2009, 03:02 PM   #220 (permalink)
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PLEASEPLEASE LPEASE PLEASE PLEASE stop quoting the peice of shit makata. We do not want to see his retarded spewing that he calls post.


Please do not quote him.
You might need to get the fuck over it dude, and fast. You've already said this once, and it's clear that I don't give a shit. Mods let him post here, I'll quote whatever the fuck I want and attempt to converse with whatever brick wall I'm in the mood to converse with. Right now, it appears to be you.
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Old 06-20-2009, 03:14 PM   #221 (permalink)
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wonder if they will fuck up and make resil work against bosses.
It already does, feral druid with resil vs thorim hard mode is nice.
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Old 06-20-2009, 03:15 PM   #222 (permalink)
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It already does, feral druid with resil vs thorim hard mode is nice.
meant the flat damage reduction.
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Old 06-20-2009, 03:36 PM   #223 (permalink)
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Originally Posted by TheCutlery View Post
You might need to get the fuck over it dude, and fast. You've already said this once, and it's clear that I don't give a shit. Mods let him post here, I'll quote whatever the fuck I want and attempt to converse with whatever brick wall I'm in the mood to converse with. Right now, it appears to be you.

Actually mods banned his ass to the rickshaw, which is why he is not on makata and is talking on rusty makata instead. And you are a retard for even argueing with him. All his idea's are flawed. And if he doesn't have an answer for something, he will just ignore it and move on to the next thing.
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Old 06-20-2009, 05:10 PM   #224 (permalink)
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With this change 2v2 arena is dead. 1 healer, 1 dps teams are just going to stalemate eachother. I already have 2v2 matches with the healers and DPS'ers breaking 200k damage dealt/healed.
You think 200k in 2v2 is a lot? You haven't seen the glory of my feral/resto shaman team on display. I'll see matches with triple that damage -- every day.

No MS debuff ability, one stun that dramatically reduces my DPS when used, no blind, no kick + silence, no gouge, no vanish to get my opener stun off mid-combat, weaker snare that requires 68 energy and two GCDs to apply, a backstab ability that actually requires the target's back, no disarm, and 100% physical damage. And of course, in 3.2, less damage than a rogue. Wonder if DKs will get nerfed enough that I'll outdamage one in cat form come 3.2.
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Old 06-20-2009, 05:20 PM   #225 (permalink)
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Quote:
Originally Posted by Froofy-D View Post
Honestly it seems that the only reasonable way to deal with 2v2 is eliminate it. The only way to balance 2v2 would be to balance 1v1, which will obviously never happen. 1v1 hard class counters just have way too much influence on 2v2, thus giving a handful of classes an easy road to 2k+, whereas other classes are flat-out screwed in 2v2 simply due to what button they pressed at the character select screen. The fact that 3v3 and 5v5 are "more balanced" does not address the problem either.

The game must be balanced around where the best loot is. If 2v2 gives the best PVP gear it must be balanced, or if not possible, then eliminated. It is similar to how in PVE, the smaller the group size the more class stacking matters. Hopefully in the near future Blizzard will implement ladder BGs where there is room for all classes in and hopefully a lot more viable strategies.
Pretty much spot on - the arena is flawed to begin with, and 2v2 just made those flaws bigger and more unbalancing. Hell, I'd say get ride of 3v3 as well and add a 10v10 or something.
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