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Old 06-18-2009, 01:07 PM   #16 (permalink)
Itzena
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Originally Posted by Flesseck View Post
Actually, they haven't gotten rid of twinking. They're allowing players to be able to disable experience gains in PvP, as well as PvE though.

Or you knew that, and you were referring to the fact that you now don't have to face them in BGs?
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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Old 06-18-2009, 01:13 PM   #17 (permalink)
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Interesting patch for me..

As my rogue main it's:
Axes yay! Feral nerfs YAY fuck ferals!

As my DK tank alt it's:
/wrists
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Old 06-18-2009, 01:17 PM   #18 (permalink)
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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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Old 06-18-2009, 01:21 PM   #19 (permalink)
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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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Old 06-18-2009, 01:21 PM   #20 (permalink)
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Jesus wow... Hanging up my DK and rerolling to a new class.
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Old 06-18-2009, 01:23 PM   #21 (permalink)
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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:
Ghost Wolf: Can now be learned at level 16. While in this form, snaring effects may not bring the shaman below base normal run speed.
I like this a lot. I'm glad it's not a complete copy of Travel Form, but it'll definitely help against Warriors, and more or less Rogues, DKs, melee range classes, etc.
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Old 06-18-2009, 01:24 PM   #22 (permalink)
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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.
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Old 06-18-2009, 01:25 PM   #23 (permalink)
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Seeing those DK changes, god damn am I glad I quit this game. What the hell did they do to my precious class?!
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Old 06-18-2009, 01:28 PM   #24 (permalink)
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Quote:
o Warsong Gulch
+ There is a now a 20 minute timer on this battleground. After that time, the team with the most flag captures wins. If this would result in a tie, the team that captured the first flag wins. If neither side has captured a flag, then the game ends in a tie.


Quote:
# The ravasaur trainer Mor'vek has returned to Un'Goro and will offer to help Horde players raise and train a Venomhide Ravasaur as a mount... if they can survive the creature's deadly poison.
eeeeeeeeeeeeeeeeeee!
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Old 06-18-2009, 01:30 PM   #25 (permalink)
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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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Old 06-18-2009, 01:30 PM   #26 (permalink)
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Quote:
Originally Posted by Burkex View Post
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.
Overall the bonuses they added balanced out. 100% chance to crit after imp crit as opposed to 20%? Thats a big bonus.
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Old 06-18-2009, 01:31 PM   #27 (permalink)
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Originally Posted by Itzena View Post
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.
Killing twinking is not the answer. In the same way, dishonorable kills was stupid and killed world pvp in WoW, and abandoning both BGS and world pvp for Arena.

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)
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Last edited by Caliane; 06-18-2009 at 01:33 PM..
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Old 06-18-2009, 01:32 PM   #28 (permalink)
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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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Old 06-18-2009, 01:35 PM   #29 (permalink)
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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?
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Old 06-18-2009, 01:36 PM   #30 (permalink)
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Originally Posted by Salshun View Post
A hunter can have one trap of each category placed at one time.

A hunter buddy at my house is freaking the fuck out, claiming his DPS will be going through the roof.
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.
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