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| | #16 (permalink) |
| SOS-dan #76564674 Join Date: Sep 2002 Location: Near a big fucking castle, the UK
Posts: 7,158
| A lot of the people who twinked in BGs only did it so they could outgear normal players. Forcing all twinks into their own little ghetto will make those people give up, one way or the other. |
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| | #18 (permalink) |
| this way Join Date: Mar 2002 Location: El Dorado
Posts: 1,790
| Now is a good time to take a 2 months WoW hiatus. As long as they don't overhaul the stancedancing (macro dancing) bullshit, warriors arent on par with DKs. Fuck giving up a glyph and talent points to get shieldwall to a reasonable cooldown. Or how about the fact that warriors are the only melee class to get less effect out haste (and as a slap in the face they made the 2piece t8 set bonus give haste rating). |
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| | #19 (permalink) |
| Shiny Join Date: Sep 2002 Location: Calgary
Posts: 1,759
| Well, they got rid of twinks fighting non-twinks. In several categories that means never getting matches period. Some of these changes are seriously odd though. The free badges of conquest gear is fine and all but they might want to review just what that means to what classes. Two free pieces of T8 and a crafted belt and boots are the minimum, now figure out if your class has anything from the list of gear. Oh well, more incentive to run heroics and naxx I guess but not so pretty for a Uld hard mode guild that is trying to recruit. The DK changes have me puzzled too and I notice a little Replenishment nerf (well, if you consider -25% to be little) in there. The Replenishment would bother me but the new 1% mana gained each time Ignite ticks basically means I'll be full mana at all times anyhow. Thank christ for the 20 stacks for all potions, I've lost more bag space to speed or wild magic pots than anything. Anyhow, it'll be months before any of this hits live and it'll likely change between now and then. Besides, I doubt anyone really hasn't figured out that blizzard has their plan and part of that is balancing with a sledgehammer and always changing ninteen things at once. |
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| | #21 (permalink) | |
| Greek Freak Join Date: Jun 2007 Location: Greece
Posts: 1,324
| What do you Shaman players think of the changes? As Resto, I personally think they're pretty good, not amazing, but small decent steps are better than nothing. Seems like our mana efficiency will increase a chunk with the new Tidal Wave/LHW synergy, change to Imp. Water Shield, and the fact that regen gear is increasing by 25%. Mana Tide totem is getting a PvP survivability buff scaling with our health, which is something I've wanted on ALL totems, but I'll take it on Mana Tide. Ancestral Healing, and NG got good changes. NG became a scalable Battlemaster's trinket, and Ancestral Healing reduces physical damage by 10% at max rank, which I think comes out to more reduced phys. damage than the previous armor buff effect. Earth Shield after so long FINALLY got the dispel protection effect it so needed making it really powerful. And, last but not least, an awesome, much needed mobility change with Ghost Wolf: Quote:
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| | #22 (permalink) |
| It's Lord of the Flies time. Join Date: Jun 2006
Posts: 3,475
| I just want to say that the patch would not be official without a warlock nerf. So they made sure to make it official and not break their record of every patch having a warlock nerf, 2 more and they break Mickey Mantle's record.
__________________ "If you want the ultimate, you've got to be willing to pay the ultimate price. It's not tragic to die doing what you love." My favorite comment (-1): "Your posts make me want to gouge my own eyes out." |
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| | #24 (permalink) | ||
| SOS-dan #76564674 Join Date: Sep 2002 Location: Near a big fucking castle, the UK
Posts: 7,158
| Quote:
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| | #25 (permalink) |
| Registered User Join Date: Apr 2002
Posts: 672
| Yeah, the lesser currencies will still exist, such that you can buy the old items. I could see the 3.2 fights being challenging, if even scrubs get their gear increased by getting, what, ~8 free items after a week (the 5-6 conquest badge items and the 3.1 tradeskill items, as orb costs as now nil). I suppose some classes could whine if other classes have clearly overpowered 2p8 bonuses. Kinda kills the "hats & shoulders are signs of prowess!" idea when both essentially come out of heroic dungeons. You can still make a BG twink, you just can't play him to beat on noobs. About time. As a pally, I don't quite know what to make out of the changes. For Holy, the mana reduction clearly isn't counteracted by the mp5 increase. Flash of Light Hots (if they stack) could solo heal a tank on their own (using 1.something (one for FoL, part of one for Sacred) GCDs every twelve to keep the stack up), but how does the tank stay alive while you get the stack to that point without running out of mana from the HLs? For Ret, it is about time they consolidated seals (and got rid of recoil). Exorcism change seems pointless - you will almost always get a AoW proc by the time your next exorcism is up, so it's effectively still instant cast. Not even sure it slows down its use in PvP, other than as an opener. |
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| | #27 (permalink) | |
| Registered User Join Date: Jun 2006
Posts: 1,232
| Quote:
Give players the choice. Instead of having the exp queue, and non exp queue. It should be open queue and closed queue. Have a little warning. "Open queue will allow faster matchmaking, however will place you into matches with players that may greatly out skill or gear you. " "Closed Queue will have slower matchmaking, however you will play against players that will more likely match your gear and skill level. Enjoy!" Getting or not getting exp should be separate. Not getting exp from pvp is one of the reasons I quit WoW. GREAT addition. Silly that it took this long to include it. (I like alts) Last edited by Caliane; 06-18-2009 at 01:33 PM.. | |
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| | #28 (permalink) |
| Registered User Join Date: Feb 2007
Posts: 1,060
+7 Internets | Just doing some napkin math on my current stats, the frost presence nerf to HP roughly makes my 30.7k hp DK lose approximately 1600hp. That is of course assuming that the stamina gains 6% after items and not before. |
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| | #29 (permalink) |
| Support Beam Join Date: Dec 2003
Posts: 1,977
+56 Internets | How can they nerf DKs! It affects 50% of the populace! ![]() But seriously, those are some savage changes. Multiple abilities completely altered. Wasn't Scourge Strike's scaling already fuckawful?
__________________ Alt Army-Over 9,000 Games |
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| | #30 (permalink) |
| Insert Quarter Join Date: May 2006
Posts: 11,158
| It isn't going to change. They put an internal cooldown back on LnL procs, so even if you do force one (and since immunity to Frost Trap won't trigger it now) then you have to wait 22 seconds for another.
__________________ I got a list of demands written on the palm of my hand. I ball my fists and you gonna know where I stand. |
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