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[WoW] PvP: Fuck you. POKEMON.
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I hope the Mists setup brings classes more in line with each other as far as control/utility/output, but I'm not optimistic since the last 7 years haven't been great.
What really irks me, is that Frost has a tonne of control, and yet Impact in the fire tree is still they can comfortably spec for. How did that get through the Q&A?
As for impact...it was always at a point where Frost Mages could get it, and it was available to them as far back as Vanilla if they wanted to spec into it.
Given the likelihood of Blizz not nerfing Frost Mages in PVP before MoP, I should just ride the train for PVP achievements while I can.
Steam ID: darklite_x Xbox Gamertag: Darklite 37
It got better mind you, but at that point I have always took the stance of "Fucking CC should not be in PvP" and I've had to deal with it in every dumb ass game since. I long for a remake of AC.
*didn't really do anything unless they were close to being encumbered and you debuffed their strength. Then they would start dropping trash items on the ground to try and continue running away. So much fun.
Like darklite said, there are simply too many DR categories for CCs. It's absolute nonsense that you can go from stun to polymorph to silence to fear to horror, and all of them can last their full duration. Stuns and silences have also become far too prevalent, and they have no "end early on too much damage" component.
Well regardless of what side of the balance line you stand on, I stopped having fun playing Ret right after patch 1.7.. The fact of the matter is that Ret has a lot of abilities that can be cast on others, and that carries a balance penalty. I've since leveled a warrior and DK, and found both to be more enjoyable: now thematically I wish that Ret was the badass in that group, but I've settled for pretending my DK isn't quite so evil...or undead for that matter.
I'm interested in how the Guardian in GW2 is going to turn out, but then again the structure in that game is very different. When are we going to get some more info on MoP?
There was a blue post on the 9th, saying that there was going to be a "deluge" of information about MoP coming out soon, starting with the event leading up to the start of the expansion.
Spoiler of what the event is, in case people are unaware
I suspect this is when Blizz will try showcase all this new questing stuff they've been talking about.
Basically I look at the 4.0-4.3 ret as Blizzard's test on a Utility class, and it failed. The cata model is you either bring lots of dps, or lots of healing, and the ability to do such between bouts of being locked by CC.
Rets were an attempt to bring some healing with some DPS and a ton of utility. Then they nerfed the ever loving hell out of the healing aspect of it and didn't slide the DPS portion up.
crime against humanitypet peeve to me; and while there are a lot of "arguments" out there about how it's not needed (abundance, Ret's anti-snare capabilities, 1v1 pvp lol), none of them held any water for me whenever I found myself endlessly chasing a priest, lock, hunter, or any other class down, with the game clearly showing my pelvis lodged up their ass, and the game telling me I'm out of range for some bullshit latency problem.I'm really excited now for Ret in MoP. Prot looks like it still needs some work (Blizz has said that all the tanking classes still do), and Holy will need some number balancing once they figure out how much spells are going to cost, etc. The only thing that I'm worried about right now, is that our mana regeneration is a fixed amount over time, but our mana expenditures will increase with more haste (more haste = more abilities used in the same amount of time). I wonder how that's going to be solved, and I hope the answer isn't Seal of Insight juggling.
I haven't given the critical eye to the other specs though, I reserve the right to be grumpy and jaded about Ret again if I find out that Warriors get some newer, awesomer ability that deals 50% of the opponent's health and transforms it into sparkly rainbow energy that heals everyone on their faction's side for infinity plus. Or if Frost Mages get Polymorph: Cake (not a lie).
Blizzard goes between "tanks should be viable in PVP" and "tanks should just be flag carriers/for the last boss in IOC&AV"
Right now we're in the later. I expect we'll see tanks (well, pally tanks anyway) become more useful in PVP in MoP, but I'm not putting money on it.
Tanks play just fine in PvP, when it's a Battleground or Tol Barad/Wintergrasp. But the logistics of running a rated Battleground Team is infinitely harder than running a 3man arena team, but the gear aquisition is the same. So more people do Arena. And so "Tanks suck at PvP"
Also, I looked at the talent calculator update last night, and it looks like resto druids are losing Barkskin. Ugh.
It should. The problem is until you get to the point where the tank has the flag, or is in front of the boss in IOC/AV you are dealing with (in many cases), a weaker dps class with a couple of tricks (sometimes to annoy casters).
Note to self: when typing on the phone with Swype, spellcheck everything first or will sound like a goose.
I mean, Ironbark would be a little useful if someone else were getting rapetrained, but when you're a resto druid, you're pretty much always the first to be targeted, so a shorter cooldown self-only survival tool is almost universally better than a longer cooldown that is theoretically more versatile.
I think everyone understood what your post was getting at, though. At least I don't think anyone who replied misunderstood you. The point is that only about half the tank specs actually seem to work that way, so if that's how things "should" be, Blizzard has done a poor job of it.
Obviously they all do shit damage anymore.
Horde are by far the smaller faction on our server, and yet for most of Saturday and Sunday, we managed to win TB. Even tonight, we managed to hold on to it for most of the evening.
Oddly enough, no BH groups are formed after we win the place, so I've got to presume we're keeping the place just because. I'll note that we're getting 30-40 people turning up to defend.
It is somewhat nice that at the end of another game, everyone is saying friendly things to each other.
Edit; I fully expect that to change come server reset, and obviously I've now jinxed the whole thing.
Ghost, jump off the side, watch everybody else fail at canceling rezzes
Has anyone else noticed how IoC strategies have changed over time? In my battlegroup Horde always went for docks and Alliance went for hangar at first. But now this has changed to the direct opposite, so Alliance goes docks and Horde goes hangar.
Ideally, you want your side to win the Workshop and then hold it until you get the Siege Engine, which is completely broken in that bracket. By the time it spawns, if the other side had the docks, they'll probably be in your base. You'd think this would be a bad thing and you're going to lose shortly, but it's not, because if the driver of the Siege engine has any sense, he goes back to defend.
And by defend, I mean he just farms the other side spawning on the base GY. The tank is stupidly powerful, and will most likely 1-2 shot anything that isn't sitting on 100k health (in which case, he'll 3 shot them), in addition to having a fair chunk of health (doesn't really matter, because you're unlikely to live long enough to do anything other than put a single dot on it).
Due to the broad range of health people have in that bracket, for the vast majority, the final boss is far too powerful, in that he'll kill them leaping in the air and doing that knife fan.
Semi-related question: Does the "honor earned in this season" counter only apply to maxlevel, or will I be able to buy the PvP weapons the second I turn 85?
I want to say that the honor you earn in the 80-84 bracket does count towards honor earned this season with regards to weapons, because I'm pretty sure I saw that when I logged in my non-85 rogue the other weekend and did some pvp.
The problem is, is that 4k is alot of honor to grind out when you're not 85. I'm pretty sure I got around 120ish honor per AV win over the AV weekend, and those games were typically around 25 mins long. Not a good return if you ask me. Plus, you can't spend any of that honor on getting the 85 gear, so if you're wanting to qualify for the weapons straight away, then you're going to have to "dump" some honor (I've not checked if you can buy any of the mats, such as enchanting stuff from the honor vendor), in addition to grinding out a tremendous amount of BG's.
The problem you've got then, is that while you can hit 85 and get 2-3 bits of pvp gear, the rest of your gear is going to be beyond terrible. I reckon you'd actually be better off just questing, gathering mats and doing dungeons. You'd hit 85 in better gear (not much better though), you'd have more gold (could use this to buy some of the blue pvp set, although I think you'd be better off sucking it up in awful gear for 2 weeks in BG's while you got the honor set), and you'd have some Justice Points to convert to honor.
And I am questing inbetween queues (I finished Hyjal and have just started Uldum at 83). I don't think I'll do dungeons at 85, because they are boring and it's really not faster than just doing BGs to get into Honor gear. Also I'm playing a rogue, so I have no problem being useful against way better geared opponents. I mean, I had no problem playing in the DK bracket or the Cataclysm BoE bracket. I just have to pick my battles carefully there.
My best PvP experiences on this char are free of combat anyway. It's capping/recapping a flag while any number of defenders stand around it and just are too dumb to look closely or see the animation. Sometimes I wish I had rolled a gnome, that would make it even easier.
Sorry I wasn't suggesting that you do dungeons at 85 to get honor, just that it would something to do while levelling up.
As a sidenote, I'll point out that you can get 200 (or 220 if you've got the guild bonus) each day from doing 4 quests in the Venture Bay area. 3 in Venture Bay itself (kill 10 guards, smoke bomb 20 venture company dudes, and killing the elite), and 1 on that Island just east of Conquest Hold (kill 10 guys).
When I was doing PVP this weekend I got a couple of IOCs...
The Horde decided that Docks wasn't worth it and zerged WS and Hangar. In the first game somebody was smart enough to call for Rogues, Druids, and Hunters to go and kill the Glaives right off. Too bad the rest of the people got dumb and didn't defend WS or Hangar or we might have had a chance to win.
The second game nobody went after Glaives...that was a fast loss.
EDIT: Got my mage to 4pc Season 11 gear though. On a side note...TB is still terrible in case anyone was wondering.
I didn't know there was strategy to IoC. It was always a race to get a catapult and launch over the wall, then use the bombs inside to blow up the gate and let everyone in.
The best strat is to own Docks, then protect glaives while they take down the gate. If people want to use the catapults to go over, then more power to them. You also want to harass the other two sites to reduce the number of people jumping down via airship or to prevent the siege engine.
My experience has been that owning docks > owning hangar + WS
I haven't seen a full TB raid in a long time. Granted, I barely do TB at all anymore, but each time I do, we end up with maybe 15-20 players by the end. It's hard to blame people for not showing up. Unless you need BH, all TB is good for is (usually) getting a decent amount of honor per time invested, but for a lot of characters, honor is worthless now and they only need CP. And of course if you do need the honor that badly, you're probably an undergeared, fresh 85, and thus as much of a liability to your team as anything else.
That seems like a discussion point: should Blizzard add better incentive for people to do TB? Like tack on some CP to it like they have for random BGs?
Especially moving forward into Mists, is Blizzard going to do another WG/VoA or TB/BH setup? Is that part of the "formula" yet or are they going to try something different? Personally I'd rather the VoA/BH equivalent, if there is one, be divorced from a periodic battleground zone since being able to go and raid it is basically an assumed right on the part of the developers anyway. Then they could stuff it in Raid Finder so dying servers don't have to struggle to put together a 10-man for it, taking 4 of the same class or people doing 8k DPS because those were the only people who even sent tells.
From the relatively sparse TB matches I see, BH clearly isn't the incentive that Blizzard thought it would be. So whatever future WG/TB equivalent, if there is one, could be given a more explicit reward than "try to win if you still need to play loot Powerball this week!"
Granted, teams as a collective, seem to become thicker the bigger they are, and those rogues / ferals would rather be standing outside the east gate most of the time.
The turrets on the gunship can shoot the shit out of the east gate, but they can barely touch the west gate at all, so when the ground siege goes for the west gate when your other node is the Hangar, it's a horrible dilution of firepower. Ugh.
So far there's been no talk of a TB/WG type zone in MoP, and my understanding is they are abandoning it.
But its still in alpha so...