Munkus BeaverYou don't have to attend every argument you are invited to.Philosophy: Stoicism. Politics: Democratic SocialistRegistered User, ClubPAregular
edited January 2011
Tanks and towers right now are terrible design. There's no point trying to defend the towers at all right now. The tanks don't die fast enough without diverting a non-trivial amount of men, and killing a tank means nothing since they immediately respawn and can dash right back to the tower. Plus the towers just give more time for the attackers to win* the game. You basically have the opposite of WG, where every battle lasts 30 minutes because defenders are winning and the towers always go down.
*lose
Munkus Beaver on
Humor can be dissected as a frog can, but dies in the process.
Just defended a TB. What's almost worse than TB itself is everyone yelling OH GOD THAT WAS CLOSE. No, it wasn't. This happens every single time we defend. It's a zerg, that's how it works. Sigh.
They sure did a great job with racial balance, given that in a BG every class capable of being a goblin is a goblin. God damn instant herioc leap racial.
Rami on
Steam / Xbox Live: WSDX NNID: W-S-D-X 3DS FC: 2637-9461-8549
As far as world PvP goes, I think Halaa was probably their best attempt at world PvP,
But Halaa was shit. Oh...
That TB post is pretty bad. I like how their intended design for Wintergrasp (attacker advantage so both sides had frequent access to the PvE content) didn't even fucking accomplish its goal on many servers since they designed tenacity poorly.
They sure did a great job with racial balance, given that in a BG every class capable of being a goblin is a goblin. God damn instant herioc leap racial.
Just defended a TB. What's almost worse than TB itself is everyone yelling OH GOD THAT WAS CLOSE. No, it wasn't. This happens every single time we defend. It's a zerg, that's how it works. Sigh.
I lead my guild on vent in a TB defense a while back, with most of them stepping into TB for the first time. The number of times I said "Calm down, everything's fine, just put a happy little raid at the next base" or a variation thereof made me look like Bob Ross.
I needed anime to post. on
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darklite_xI'm not an r-tard...Registered Userregular
edited January 2011
I used to queue for every TB, before and during the 1800 honor period. After I got my drake though, and they removed the 1800 hotfix, I continued queuing, and the one day asked myself "Why am I sitting in a 30 minute merry-go-round where the outcome wass determined before I even queued?" Now, I only go out there to do dailies for the horse. I'm done with those 30 minute wastes of time. I think for the last couple days the opposite faction has controlled it on my server, but I stopped queuing even when I controlled it, because even winning like that was no fun.
darklite_x on
Steam ID: darklite_x Xbox Gamertag: Darklite 37 PSN:Rage_Kage_37 Battle.Net:darklite#2197
I still like joining TB for the death match feel, especially when you wait 15 minutes and then join. You still get about 85 honour at the end just for taking part.
Rami on
Steam / Xbox Live: WSDX NNID: W-S-D-X 3DS FC: 2637-9461-8549
I used to queue for every TB, before and during the 1800 honor period. After I got my drake though, and they removed the 1800 hotfix, I continued queuing, and the one day asked myself "Why am I sitting in a 30 minute merry-go-round where the outcome wass determined before I even queued?" Now, I only go out there to do dailies for the horse. I'm done with those 30 minute wastes of time. I think for the last couple days the opposite faction has controlled it on my server, but I stopped queuing even when I controlled it, because even winning like that was no fun.
After I got my drake I generally stopped going to TB entirely. I still want the horse at some point but I just don't have the patience for those shitty dailies, and we never own the damn prison anyways. There is 0 reason to actually queue for the battle itself (especially now that we have the Horde Slayer guild achievement, which to be honest, was my main motivation originally :P).
Changes to SOTA can't fucking come soon enough. Two demos each with two druids in the passanger seats. Anyone who comes near is rooted, cycloned or knocked back. How they hell do they designs these things so poorly in the first place?
Rami on
Steam / Xbox Live: WSDX NNID: W-S-D-X 3DS FC: 2637-9461-8549
The only reason Every Man for Himself was overpowered is because Blizzard didn't fucking update PvP trinkets for every season past 6. So while humans had shit from ICC, we had to settle with our 213 trinkets from WG.
Changes to SOTA can't fucking come soon enough. Two demos each with two druids in the passanger seats. Anyone who comes near is rooted, cycloned or knocked back. How they hell do they designs these things so poorly in the first place?
Ha! I can top trump that, with Frost Mages in those seats. Ring of frost pretty much stops all melee on a tank, then add in a sheep / counterspell to ranged, there's not alot you can do.
Going to level my DK, permanent hand of freedom on top of undispellable CoI will be totally balanced.
Steel-Angel on
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GrobianWhat's on sale?Pliers!Registered Userregular
edited January 2011
Did I see that right and the only items with spell pen are Int items? So Enhancement Shaman, Feral Druids (and maybe Paladins?) have to use gems/enchants instead?
And Ele Shaman aren't that bad on a SotA Demo either. Rooting Earthbind, Frostshock, Hex and a knockback are mostly enough to keep people off. Warlocks have fear, CoE, stuns. It's more about good use of abilities than about the classes sitting in the Demo, imo. Melee must not apply, obviously.
Going to level my DK, permanent hand of freedom on top of undispellable CoI will be totally balanced.
You mean permanent ghost wolf, it's not going to make you immune to roots.
It's also not really permanent, is it? If you're snared at range, you're going to have to find a way to put those unholy runes on cooldown. You could throw down a superfluous DND and... I'm not sure what else.
Found yet another reason Tol Barad sucks. Was on the island when the 15 minute timer came up. I'd fortunately managed to turn in my quests, but didn't get off the island before the gate closed.
No problem, I figure. I'm playing my DK so I'll just jump off the side and turn on path of frost to run to the north island.
...turns out jumping off the island in certain locations is instant death like jumping off Outland.
If you think Death Grip is good for mobility, you've never played a DK.
Outside maybe Arena, DG is a joke for gap closing.
How do you figure that?
You DG. They snare/stun and run out of range again.
And that's assuming best case scenario of 1v1. In any group situation, DK mobility is almost non-existent.
Okay... DKs have snares of their own and don't they also have a skill that makes them immune to stuns? As well as a stun with a ghoul?
Deathgrip is a much better option against players than say, a charge with a jumping opponent. Or heroic leap (sorry, blade of grass in the way. Can't do it.)
What on earth do Death Knights or Death Grip have to do with Druid's Feral Charge? Death Knights play nothing like Druids. They are as far removed from each other as Rogues and Warlocks.
Or even Heroic Leap? Heroic Leap does not have the same purpose as Death Grip at all.
I thought the idea, was discussing ways melee players can get back into melee range. Both charge and death grip do the same. Neither will necessarily keep you in range, without applying a snare.
I thought the idea, was discussing ways melee players can get back into melee range. Both charge and death grip do the same. Neither will necessarily keep you in range, without applying a snare.
Deathgrip is a much better option against players than say, a charge with a jumping opponent. Or heroic leap (sorry, blade of grass in the way. Can't do it.)
When I charge, maybe instead of me moving 10 feet towards my target, perhaps I'm really standing still and the entire game world is moving 10 feet towards me.
Just a thought...
The Wolfman on
"The sausage of Green Earth explodes with flavor like the cannon of culinary delight."
Found yet another reason Tol Barad sucks. Was on the island when the 15 minute timer came up. I'd fortunately managed to turn in my quests, but didn't get off the island before the gate closed.
No problem, I figure. I'm playing my DK so I'll just jump off the side and turn on path of frost to run to the north island.
...turns out jumping off the island in certain locations is instant death like jumping off Outland.
I logged on into TB 10 min before the fight was supposed to start. The gate was closed and no one was there. It was actually really nice, I ran around the zone getting all the mining nodes without having to worry about npcs or other players. Found 2 rich pyrite nodes, 2 rich elementium nodes and a bunch of regular elementium nodes. Plus it qued be for TB and I got in. Not sure if it was because the que was crappy or maybe it gave me preference because I was already there. Interesting thought.
I thought the idea, was discussing ways melee players can get back into melee range. Both charge and death grip do the same. Neither will necessarily keep you in range, without applying a snare.
Deathgrip is a much better option against players than say, a charge with a jumping opponent. Or heroic leap (sorry, blade of grass in the way. Can't do it.)
Sounds like you don't know what happens when you charge an opponent in mid leap. Or the various heroic leap bugs?
Look, I hate to draw it in crayon for you (because I can tell, well hope, that you're being intentionally obtuse) but if you're looking for a gap closer death grip is a great one. It may not be perfect, but hey, neither are charge or leap (also gap closers).
Now do I need to bust out the crayola or do you have the overall picture yet?
When I charge, maybe instead of me moving 10 feet towards my target, perhaps I'm really standing still and the entire game world is moving 10 feet towards me.
Just a thought...
Except Death's Grip doesn't move the entire world towards you. It just moves one person.
And that is the HUGE difference that makes DG way way less useful for mobility.
It most certainly has other strengths (pulling a team member away from his teammates and into yours can be quite potent) but it is not in any way a mobility tool.
Which is, to bring this back to the questions above, why DKs are getting tools to aid mobility. Because without those DKs are literally the most immobile class in the game.
You DG. They snare/stun and run out of range again.
And that's assuming best case scenario of 1v1. In any group situation, DK mobility is almost non-existent.
But why doesn't the DK follow up the DG with chains of ice, and reapply it if it's trinketed?
Because this scenario assumes the other player in question has no other way to gain distance again. Every single class does though. And once they gain that distance again, you are out of gap closers.
Because this scenario assumes the other player in question has no other way to gain distance again. Every single class does though. And once they gain that distance again, you are out of gap closers.
The same would apply to charge though. The counter, is to snare them after charging and death gripping. I don't know what you're getting at here.
The key difference I see with charge, is the ability to run away from one opponent, by charging to another opponent in the opposite direction. Apart from that, I'm not seeing it, from an aggressive perspective.
Posts
*lose
That TB post is pretty bad. I like how their intended design for Wintergrasp (attacker advantage so both sides had frequent access to the PvE content) didn't even fucking accomplish its goal on many servers since they designed tenacity poorly.
Don't worry. EMFH was buffed back to OP level.
I lead my guild on vent in a TB defense a while back, with most of them stepping into TB for the first time. The number of times I said "Calm down, everything's fine, just put a happy little raid at the next base" or a variation thereof made me look like Bob Ross.
Isn't that interesting?
After I got my drake I generally stopped going to TB entirely. I still want the horse at some point but I just don't have the patience for those shitty dailies, and we never own the damn prison anyways. There is 0 reason to actually queue for the battle itself (especially now that we have the Horde Slayer guild achievement, which to be honest, was my main motivation originally :P).
Ha! I can top trump that, with Frost Mages in those seats. Ring of frost pretty much stops all melee on a tank, then add in a sheep / counterspell to ranged, there's not alot you can do.
Going to level my DK, permanent hand of freedom on top of undispellable CoI will be totally balanced.
And Ele Shaman aren't that bad on a SotA Demo either. Rooting Earthbind, Frostshock, Hex and a knockback are mostly enough to keep people off. Warlocks have fear, CoE, stuns. It's more about good use of abilities than about the classes sitting in the Demo, imo. Melee must not apply, obviously.
You mean permanent ghost wolf, it's not going to make you immune to roots.
It's pretty funny and the 4.06 PTR even has a buff to Fury Mastery atm.
No problem, I figure. I'm playing my DK so I'll just jump off the side and turn on path of frost to run to the north island.
...turns out jumping off the island in certain locations is instant death like jumping off Outland.
If you think Death Grip is good for mobility, you've never played a DK.
Outside maybe Arena, DG is a joke for gap closing.
How do you figure that?
Drake? Check
Seagull? Check
Full BT set? Check
Fuck Tol Barad and the terrible dailies? Check
You DG. They snare/stun and run out of range again.
And that's assuming best case scenario of 1v1. In any group situation, DK mobility is almost non-existent.
But why doesn't the DK follow up the DG with chains of ice, and reapply it if it's trinketed?
Okay... DKs have snares of their own and don't they also have a skill that makes them immune to stuns? As well as a stun with a ghoul?
Deathgrip is a much better option against players than say, a charge with a jumping opponent. Or heroic leap (sorry, blade of grass in the way. Can't do it.)
Or even Heroic Leap? Heroic Leap does not have the same purpose as Death Grip at all.
Death Grip moves Y towards X.
Charge is mobility. Death Grip is not mobility (Death's Advance is mobility) nor does it counter mobility (Chains of Ice does).
That is true but this is not true:
Just a thought...
I logged on into TB 10 min before the fight was supposed to start. The gate was closed and no one was there. It was actually really nice, I ran around the zone getting all the mining nodes without having to worry about npcs or other players. Found 2 rich pyrite nodes, 2 rich elementium nodes and a bunch of regular elementium nodes. Plus it qued be for TB and I got in. Not sure if it was because the que was crappy or maybe it gave me preference because I was already there. Interesting thought.
Sounds like you don't know what happens when you charge an opponent in mid leap. Or the various heroic leap bugs?
Look, I hate to draw it in crayon for you (because I can tell, well hope, that you're being intentionally obtuse) but if you're looking for a gap closer death grip is a great one. It may not be perfect, but hey, neither are charge or leap (also gap closers).
Now do I need to bust out the crayola or do you have the overall picture yet?
Trying to compare Charge/Heroic Leap to Death Grip is ridiculous.
Except Death's Grip doesn't move the entire world towards you. It just moves one person.
And that is the HUGE difference that makes DG way way less useful for mobility.
It most certainly has other strengths (pulling a team member away from his teammates and into yours can be quite potent) but it is not in any way a mobility tool.
Which is, to bring this back to the questions above, why DKs are getting tools to aid mobility. Because without those DKs are literally the most immobile class in the game.
Because this scenario assumes the other player in question has no other way to gain distance again. Every single class does though. And once they gain that distance again, you are out of gap closers.
The same would apply to charge though. The counter, is to snare them after charging and death gripping. I don't know what you're getting at here.
The key difference I see with charge, is the ability to run away from one opponent, by charging to another opponent in the opposite direction. Apart from that, I'm not seeing it, from an aggressive perspective.